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H-72 — Fan-Naut: The Ol Danny Boy Express

Published: 2014-03-21 05:05:47 +0000 UTC; Views: 694; Favourites: 15; Downloads: 4
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Description someone on the forums was talking about a transforming train Naut and i thought of a big daddy from bio shock so i crossed the two and got this. i happen to be watching the Steam train Game Grumps so i named him Danny and figured I'd work some Scottish aesthetic into him to give more of a weird 80's vibe. i think it worked but his move set is still in the works, gonna try a roll out train form into it.

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The Ol’ Danny Boy Express
Role: Initiator,

Built by a mad man and a questionably effeminate robot talk show host, The Ol’ Danny Boy Express is the fastest bipedal train this side of the Solar-highway and we dare you to say otherwise? Isn’t that right Jeff?

It sure is Craig, it sure is...

awkward pause?

yah sure.

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Special:

Momentum: your character starts of at a slow pace, building speed the longer you keep moving, causing the damage of abilities and auto attack to scale with speed.

To Sturdy: this character is locked at ¼ max speed, while not using All Aboard!

Withering: a debuff that gradually weakens enemies defenses, turning their health bar a darker shade of yellow. Stacking debuff.

Impact: normally impacting into a surface only allows you to pin Nauts to the wall or tank turrets, draining your momentum slowly but after purchasing the Pain upgrade, pinning a Naut to a wall will directly transfer momentum into damage against the pinned enemy or directly into a turret through the Impact mechanic.


All Aboard!/Last-Stop: transform into a vast land transitional staging mode to cross vast distance with less accuracy than your standard land transitional staging mode. Picking up all passengers along the way, allies can jump to free themselves but picking up an enemy will cause damage over time to you and passengers until released with Last-Stop or Ticket-Please?, Last stop is a violent quake that explodes in an area damaging all nearby and sending enemy Nauts flying. Enemies can, while picked up, still auto attack you or other targets. Up to two allies can be carried but only one enemy may be picked up, allies on board may still be damaged by area of effect attacks or abilities. Enemies can only be harmed by you and cannot travel with you through your own turret. You will instead come to a halt, in till changing directions or death.

Soul: gain a protective shield the longer you use All Aboard! Allies riding increases this effect
Pain: Last Stop damage increases if you have had no passengers for the duration of All Aboard, 2/2 you no longer can pick up enemies but running them over will stun them for 2’s
Steam: Impacting into a surface or turret will slowly drain your momentum, turning it into damage against pinned targets or Turrets 2/2 flat half transferal at the start of impact, draining all momentum (small knockback effect on you from impacted surface).
Money: can now travel along any surface, even upside down on ceilings while using All Aboard!.


Meltdown/Ticket-Please?:

Meltdown: vent all excessive energy causing a small DoT to be allied to all visible Nauts and applying three stacks of the “Withering” debuff.

Tickets-Please?: you damn well better have your ticket ready or your rides over. Allies get a free pass. Forcibly eject a passenger from your car, throwing the enemy into solid ground will cause damage equivalent to the damage you’ve taken while they were aboard. Generally, all Nauts will be hurled in front of you a certain amount of distance, scaling with speed.

Critical Overload: Using Meltdown after Last-Stop will damage you but double the effective range.
Cooling Rods: using Meltdown will temporarily fill your momentum gauge half way regardless of form.
Missing Hole Puncher: allows you to throw allies off as well, only damaging them if they hit an enemy and causing double the damage they take, to the enemy hit.
First Class: allied Nauts will gain a temporary increased health regain after discarding an enemy or allied Naut


Radio-Punch/Next-Stop!:

Radio-Punch: Using your radioactive core, each successive attack on opponents build reduces the enemy’s defenses by inflicting them with the “Withering” debuff.

Next-Stop!: Stop suddenly, without warning, damaging any passenger (and yourself at half the rate). Using Next stop after impacting into a surface will allow you to continue in another direction (up or Down, Left or Right) while still maintaining current momentum instead of halting or activating Impact.

All aboard the B-train: using next stop, without changing directions, and allowing an ally passage causes you to regain health doubling the effect if a passenger, hostile or not, is already aboard.
Unstoppable: the longer you got without using Next-Stop increases damage of all other abilities.
Unlively Passage: the total amount of deaths, allied or otherwise scales up the damage on Next-Stop.
Active Radios: Building enough stacks will cause “Withering” to spread to enemy Naut allies.


Special: no boots, no regen and Giga-HPills mecha variant

Bag Pipes (Med-I-Can): Increases Health temporarily when at full speed and for a short duration after draining all of you Momentum gauge.

Candy Red Decals (boots): decreases time needed to reach full speed.

Adamantium-Plating: Four stage Health Pills, similar to Awesgadoran, ¾ less than full red pills, 4/4 more than Red.


High health, low-high Speed, low Jump
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Comments: 2

Tarves [2014-03-21 05:27:52 +0000 UTC]

Lol, i love it. 

👍: 0 ⏩: 0

ManaHoldOut [2014-03-21 05:12:00 +0000 UTC]

I don't know what a "Train Naut" is but this an awesome design idea.  I would love to have seen this in Bioshock Infinite.

👍: 0 ⏩: 0