Playable Gremlins (With a Bit Of Thought Put In)

First of all, I'd like to emphasize that I'm new to the forums (though not the game), and I'm sure this is a really noob-ish idea to begin with. Please don't be too harsh with your responses. I'm a little reluctant to even post this, but I've already written too much not to, so there's no turning back now... If you don't like the idea, feel free to ignore it, as that would help bump this farther and farther from the front page. I'll post my current, basic ideas, and if anyone takes any interest in them, I can expand upon them a little more.
Ever since I first started playing Spiral Knights, I've wanted to be able to play as a Gremlin. This has been suggested several times, usually with very little though or effort put in. Lots of people have (rather bluntly) pointed out all the many reasons why it's a stupid idea and will never work, but I feel like that's more a result of a lack of thought put into the idea than anything else. I'm here to try and remedy that, but I feel that I may have overdone it, and made it every bit as stupid for the exact opposite reasons. :/ Or, maybe I'm just making the same mistake as the others, which would be even worse. :(
I don't particularly expect this (or anything similar) to be implemented soon, if ever. Again, I feel like I may have put too much into this to be practical. Of course, I feel that ideas like this would get a lot farther if other users helped improve upon the ideas rather than just shooting them down. -_- So, any suggestions, ideas, or help would be great, as I'm already running out of ideas very quickly.
There are two ways this could be done. One is simply aesthetic. This is the version that's been suggested previously, and would simply be making Gremlins playable without changing the gameplay much at all. Although this would take the least effort, it would also be kind of a waste, as it wouldn’t really benefit OOO much, if at all. This has been mentioned time and time again, every single time the possibility of playable Gremlins has been brought up, and it's been shot down left and right. The next possibility would be Gremlins almost being their own class, having certain special abilities, along with adding some extra stuff for all players, Gremlin or Knight.
This could take either the form of features implemented directly into the game, free for all users, or paid DLC, such as Operation Crimson Hammer. Based on the amount of content, paid DLC may be a preferable option. This may raise some of the same complaints OCH raised when it was revealed to be paid DLC.
So, here are my ideas. They may not be all that great, but they are what they are.
First of all, some Background:
Playable Gremlins would be from Emberlight. The Knights have formed an alliance with the Gremlin refugees, promising freedom from the tyranny of King Tinkinzar, either by escaping the planet or forcefully removing him from the throne. Gremlins must venture out of Emberlight and into Haven. In order to prevent arousing the suspicions of the Colony Gremlins, the Emberlight Gremlins must take a makeshift route through a disused part of the clockworks that has been saved from deconstruction by the Knights. From Haven, Gremlin missions are basically the same as Knight missions, but the Gremlins would have different abilities than the Knights.
Gremlin Abilities:
It may be too general to call them abilities, as some are minor weaknesses added to balance out the abilities added for Gremlins.
• Faster base movement speed.
• Ability to temporarily disable certain constructs at close range.
• Ability to make disabled enemy Mecha Knights friendly at a cost of 5 energy.
• A new type of item: Dash Packs. Allows a short, rocket propelled, forward dash. Only available to Gremlins. Have the disadvantage of occupying the shield slot, leaving the user defenseless. Stuns any enemies the player collides with, and provides the possibility of a dash attack if a carefully timed attack is properly executed at the end of the dash. Charges like a shield.
• Can be knocked back and bowled over by strong attacks, requiring them to stand back up. This takes a moment, and leaves them briefly helpless.
• Wear shields on their backs. When shielding, they crawl in order to move, reducing their movement speed to slightly less than a shielding Knight.
• Are vulnerable to the "Sleep" status affect, which enemies have not been able to inflict for some time. Knights would be unaffected by this status affect.
Unlike the Knights, which are mostly featureless and are distinguished mostly by their armor, Gremlins are a somewhat diverse race of furred mammals that come in all colors, shapes, and sizes. Gremlins can be found with several different combinations of eye and fur colors, with various types of markings as well. This is where player customization comes in. It would include all the basic features the Knights have. You would choose from various pieces of armor, a few optional accessories, height, personal color, and name (almost all features that didn't exist when I created my first and only Knight). However, there would be a couple more features that would be unique to Gremlins. They are fur color, and fur markings. These additional customization options, though seemingly insignificant, present a whole world of customization options (which I had a lot of fun with while creating the concept images for this thread). These added options could potentially be used to attract new players, as they allow for more unique and expressive characters (see the examples for markings below, which I had lots of fun with).
Fur color is self explanatory. I feel like the choices for fur color here are a bit random/arbitrary. There was no real process for choosing them, I just sort of created a list of all the colors that I though may look good. :| For the markings, two types of markings can be chosen, each with its own color chosen from fur colors. Gremlins would be able to go without headgear, though this would not be even remotely practical in a combat situation.
Personal colors, fur colors, eye shapes, markings, and starting gear are listed below, along with concept images of fur colors and eye shapes. Sadly, I forgot to make textures for some of the eye shapes, and some didn't turn out properly as a result of the way in which Gremlin eye textures work, in spite of the fact that I tried to modify them to work. The ones that didn't really work will be marked with an "*". This could be fixed if this were ever implemented, but it may take quite a bit of time and effort. Another unfortunate issue is that I'm not too familiar with item stats to any reasonable extent. That could explain why I die so much. :/ For standard issue gear, let's just assume the stats are the same as the starting gear for Knights.
Fur Color:
• Ruby
• Gold
• Silver
• Ebony
• Ivory
• Charcoal
• Walnut
• Umber
• Sand
• Ginger
• Sapphire
• Forest
• Lavender
• Amber
• Mint
• Ice
• Pearl
Personal (Eye/Armor) Color:
These are just the current basic personal colors. No real reason to list them, but this may be handy for someone who wants to know what they are, but has a strange, irrational fear of the Spiral Knights Wiki.
• Magenta
• Lavender
• Crimson
• Lake
• Red
• Vermillion
• Orange
• Amber
• Yellow
• Chartreuse
• Lime
• Emerald
• Green
• Aquamarine
• Turquoise
• Viridian
• Cyan
• Sky
• Cobalt
• Ultramarine
• Blue
• Indigo
• Violet
• Purple
Markings:
• Nose Stripe
• Ear Tips
• Streaked Hair (No image. See Razwog for an example.)
• Cheek Stripes
Eye Shape
• Normal
• Almond*
• Cheeky
• Closed
• Determined*
• Dot
• Exed
• Happy
• Jolly*
• Pill
• Plus
• Minus
• Angry*
• Sad*
• Sultry*
• Shifty*
• Sleepy
• Spiral
• Squinty*
• Vacant
• Starry
• Delicate*
• Stranger (-+)
• Heart
• Snarbolax/Triclops
Starting Armor:
• Emberlight Cloak (Gracken's Cloak)
• Emberlight Cuirass (Blue-gray/Personal Color Thwacker armor)
• Emberlight Scrap Armor (Armor made of bits of junk)
• Emberlight Wraps (Nonna's Clothes)
• Emberlight Rags (Clothes made of worn rags)
Starting Helmets:
• Emberlight Hood (Gracken's Hood)
• Emberlight Kettle (Blue-gray Gremlin Demo/Mortafire helmet)
• Emberlight Scrap Helm (Helmet made of bits of junk)
• Emberlight Muffler (Nonna's mask)
• Emberlight Cap (Blue-gray cloth military cap)
• None
Accessories:
• Gremlin Tail (A kangaroo-like tail, similar to the ones often seen on gremlins in fanart, which matches the player's fur color)
• Nose Ring (Similar to the one worn by Razwog)
• Earrings (Similar to the ones worn by Warmaster Seerus)
If you're not facepalming yet, I'm quite surprised. I'm starting to run out of ideas, so don't expect things to get much better. :/
Then there's the matter of other new items. Most of these would probably be weapons and armor used by enemies, such as Gremlins, Grinchlins, Devilite Overtimers, and things like that. A lot of items would be either Gremlin or Knight exclusive, with a small overlap in the middle. This could create an incentive to have both a Knight and a Gremlin filling two of the three character slots, as the combination of different items and different abilities could make a lot of difference depending on the situation.
On a mostly unrelated note, I was also considering the possibility of some sort of gun that heals other players. To prevent it from being overpowered, it would restore a low amount of health with each bullet, have a long cooldown time, do no damage to enemies, and only fire charged shots. Probably an idea for another thread, but I felt I'd mention it while on the subject of items.
The only other thing I'll go into any particular detail about, at least in terms of items, is the Dash Pack idea. They would be Gremlin exclusive, as stated above, and would basically be the Striker Dash from Lockdown, but with less control over the player's direction. Different Dash Packs would propel the player in different ways, at different speeds, and for different lengths of time. Some may leave a trail behind that inflicts a status affect on enemies, or inflict a status affect on enemies in the way of the dashing player. Some might send the player in different directions or movement patterns. One may send the player backwards, another could cause them to bounce off walls, and yet another might send them around in a spiral for a short time. Lots of possibilities there.
I could post a list of possible items, but that could take a while. If anyone actually takes an interest in this idea, I may add the list. If not, this thread will end up under hundreds of pages of better ideas, so it doesn't matter.
I'm starting to run out of ideas, but there's one more I'd like to mention. A new boss, King Tinkinzar. I don't have much more than that, to be honest, but I feel like it has the potential to be one of the most epic battles in the game for a well-equipped player. If this were to be a paid DLC, the boss and the levels leading up to it could be expansion missions that come with all the other Gremlin related nonsense in this thread.
Please help me with this. It's something I've wanted for a long time, and I feel like it could happen if we just polish up the idea a bit.

Bravo!
Well thought out, well written, well demonstrated.
This would be an interesting addition to SK, and I might enjoy playing as a Gremlin. (Ofc, assuming they fix the Bog-awful UI first and I don't actually quit the game)
Welcome to the forums!
+1 ex-T2 LD Fiend

@Curious-Mewkat
Well, I'm glad we got the healing gun thing out of the way.
As for the abilities issue, I've been thinking about that all day, and I haven't really come up with anything. I tried to compensate for that with the knockback thing, but that's not much on its own. Maybe they could be unable to pick up vitapods, or some other kind of item. Maybe minerals? I really don't know, but I'll look into that. I'm sure I'll think of something.
@Breaker-Xd
Wow. O_O That's the most positive response anyone's ever had to anything I've ever done or said... Ever. Thank you.

How about all 1* weapons are usable between Gremlins and Knights (people with Wrench Wands are reimbursed for making them) (OCH content included into shared usage)?
Possible Gremlin specific equipments...
Weapons:
Thwack Hammer
Ghostmanes' Sawblade
Wrench Wand
Flamethrower
Rocket Launcher
Mortafire Launcher
Gremlin demo bombs
Deconstructor
Engineer stuff?
? Jousting Spear (dreadnaught's)
? Almire guards' spears
? Devilite throwables > random objects upgrade to spears
Shields:
Darkfang Shield
? Scarlet Shield
? Heater Shield
You can deal with boosters :) release that creativity
Armors:
Let's go with Kentard
Just a thought, how about focus Gremlins for survivability or something, Knights are glass cannons dealing high damage.

Try Titanium superlaser cannons. High defense, astronomical damage compared to everything else. Does someone want to run the numbers on a hit from DF Vana's mace versus a FoV charge? skolver armor versus a construct/slime?

@Qwez
A lot of those coincide with some of my ideas. Great minds think alike, I guess. :) Also...
@Klipik
I sort of agree with Qwez on that one. Depending on your equipment, Knights often end up being either "glass miniguns" or "steel flintlocks". Which is to say, you either deal heavy damage quickly, but can't take a hit, or deal average damage slowly, and can take as many hits as enemies can dish out. I tried mixing these up a little once. It didn't work well.

Oh my god.. This is awesome. I wanted to write such a gremlin suggestion myself, but I lacked the ideas. I support this idea.
Also, for some Gremlin equipment, you should see my Mortafire Cannon & Shield set. And how about the tail being a Cat Tail? IMO it fits the gremlin earring/nose ring style. Especially the shadow one. And how about Seerus' Tabard (with bomb bando pre-attached) being a 5*? It could have vog cub-style defenses and a shadow damage penalty?
Also, you mentioned, you want a Tinkinzar boss battle. To make this happen, we cannot actually let Tinkinzar be killed, but instead make him escape via a hallway/elevator innaccessible to players.
Why escape? Well, it wouldn't make much sense that the Gremlins everywhere would just hail their dead king and stuff. I just don't want to see the biggest antgonist in the game die off and be farmed from the dead forever like Vanaduke.

I really like this. Definitely will support if it means I can become an equivalent to a Ghostmane Stalker. The only thing I don't like is the possibility of it being DLC, but it makes sense for it to be so.

I can appreciate the effort poot into this but the game is Spiral Knights. If they made a parallel or sequel to this game called something like 'Cradle Conqueror' where everyone is fighting over control of the planet then all kinds of crazy shenanigans would be flying everywhere. It could evolve far beyond what this game has in diversity and quantity but Nick and friends have shown many times their lack of time and people. Not that any of those problems should stop you from being inventive.
You probably already saw my engineer stuff. The lack of spinny eyes in here makes me upside down. Beep bop boop blarp.

@Infernoburner
Thanks for the support! :D Lots of cool ideas there. As for the tail, why can't we have both? Also, I was thinking the same about the Tinkinzar battle. It wouldn't make sense for him to just die like that.
@Hsecudfhia
Thanks! :D
@Gravelord-Caste
Ghostmane Stalker items are on my list of potential items. :) To be honest, I'm not overly fond of the DLC idea either, but it may be necessary in order for this to be worth OOO's time and effort.
@Luguiru
All of that is definitely worthy of consideration, as any possibility of this happening is entirely dependent on how much time and effort OOO is willing to put in. And I did see the engineer stuff. Pretty cool! :)

Lug has a point, this all sounds really cool but there's no place for it in the game.

Why hasn't OOO put this in the game already? It NEEDS to be done!

I literally had this something like this saved and ready to post, and I was only a year late.
I will beat OP up.
Necrobump but whatever.

It is unclear to me what this would really add to the game aside from the novel aspect of being a gremlin. You could add new parts to the game separately for a much greater effect, or fix existing parts for an even easier and same effect.
The idea of allowing people to fight each other in the clockworks as a sort of war isn't a bad one, but is already implemented in lockdown and does not entirely fit the old school PvE nature of the game.
+1 I like the ideas and the concepts of this.Maybe there should be a perk where they can build small,weak gunpuppies?

I don't really think that there is a need for all those abilities and such. I think it would be enough for Gremlins to simply have an entirely different set of usable weapons and battle sprites. Also, I guess the booster pack idea is pretty good, but I seriously think it's too OP at the moment.
I'll just make a list of weapon types I'd like to add to this idea.
Thwackers. A fast weapon but only has a two hit combo. The charge attack is a ranged weapon throw that goes through enemies. Basically a Gremlin's Calibur, the most balanced and easy to use melee weapon.
Knockers. An even faster, dual-wielded weapon. The user slams the weapon into the ground while moving forward 4 times. This weapon has a large AoE (like GF, DA and Suda) but only does little damage and has a small knockback (like the cutter series).
Wands. Weapons like the wrench wands. A three hit combo that sends a projectile forward. Basically a Gremlin's answer to the Spur series of weapons, except that this series has 5* form and does elemental damage :)
Spears/Drills (maybe a speardrill?) A Gremlin weapon that does piercing damage. Has a normal 3 hit combo like the rapier but is MUCH slower, and has a wider range. Also has a counterpart that does shadow damage.
Flamethrowers. Pretty self explanatory. Imagine a weapon that shoots out an attack that works like the Brandish line's charges, except that this weapon roots you to the ground, and has a two hit clip. The charge can be a really long breath attack that does absurd damage.
...And I'm out of ideas.

@Keepscaite
Giga Drill?
Giga Drill!
GIGA
DURILL
BUREKAAAA!!

@Fehzor: Well, it gives long time players a reason to create a new character, as well as something new for the drawing team to create. And more money. *facepalms*
@OP: This is fairly well thought out, and I am glad you found the bravery to post this. I'll link this if I see another "GREMLINS PLOX" thread.
Also, no healing guns. This would encourage you do just sit there and heal. This is something which I hate which many games have, and part of why I like SK. (and Don't Starve) It means you have to push on, no matter what your condition is. It makes it feel like you're surviving. Any way of slow healing on a cool down is a flat no.
And for the gremlin tail thing, I facepalm'd there. :P

maybe be able to switch your character between gremlin and knight?
and have a separate set of missions and knight only weapons lock

This is amazing! Finally a well thought out gremlin idea! I'd spends 10 bucks on a gremlin character DLC.
P.S.: OOO DO IT

Gives long time players something new to get or do, something new for the drawing team, and earns SEGA money. Wouldn't releasing any large permanent content update accomplish that? I just don't think that adding classes of any kind (and it would be a class system, as we already have gremlin costume armor) is the sort of thing that is going to benefit the game.
Controlling monsters in general isn't a bad idea though, especially if it is the case that monsters have a control AI to be used for testing; i.e. can easily have their AI swapped out for player AI. This would still take a while to develop, and should come after more pressing updates, but would be far less intensive and far more plausible than, well.. making an entire second version of Spiral Knights for the sake of swapping out the protagonist with a gremlin, and then proceeding to develop two versions of the game. I mean, you're basically asking for the video game equivalent of a midlife crisis.

I'd like to make my own gremlin model in spiralspy, how should I go about doing so?

How did you find this thread from two years ago!?!?!?

Luck? Well I did look up gremlins, then I found a interesting picture, and looked up where it was from, and it brought me to this page.

Ask somewhere else instead of bringing back a dead thread just to ask someone who's not here anymore
I fully support this idea. In fact, I posted one last year (wasnt aware of this thread) and I thought Id leave the link here in case the new devs consider this.
Actually, I like the idea of a different class/variant in the game. A different class can perform different actions and skills that another class couldn't, and this is the basis of MOST MMORPGs out there.
Backstory
Gremlins in Emberlight are outcasts, who do not advocate the actions of King Tinkinzar. In this process, they should be eliminated, but taken refuge in Emberlight. These gremlins can actually serve the purpose of fighting for the cause of the knights, but I wouldn't think they would be fighting to get the core anytime soon.
No to healing guns.
Uhm, since you listed down a whole range of different abilities, can I see some abilities they can't do but knights can do, or more specifically downsides to this class?