So I was thinking about weapon variety when it hit me. Why not have utilities that don't do damage, but instead help the team in some other way?
See, team support currently exists, but it's offensive support, meaning it affects the enemy in a way that helps your team. The Wormhole Charge is something completely different: it affects your team in a way that helps your team, whether in Lockdown or the Clockworks. And you could probably find a use for it solo, too.
HYPERSPACE RIFT (2* Wormhole Charge -> 3* Stabilized Wormhole Charge -> 4* Expert Wormhole Charge -> 5* Hyperspace Rift)
The Wormhole Charge is an interesting type of Bomb. The stats shown are a Normal Damage stat of ZERO and a... Health stat? The bomb itself is a transparent sphere with energy swirling inside, getting bigger as the star level increases.
The Wormhole Charge (this is the 2-star one) has a base charge time of 8 seconds. Each point of Bomb CTR lowers it by 1/6 of a second. You're also slowed to a crawl- even slower than while charging the Big Angry Bomb or Electron Vortex- while using it. Each star level lowers the charge time by one second, so you can reach a minimum charge time of 4 seconds.
Once used, it will deploy a space-wide swirling green vortex. This is, as you might guess, a wormhole. But the first time it's deployed, it doesn't do anything! When it's used again, the Charge will deploy another green wormhole, and the first wormhole will turn red. Knights can walk over these wormholes, and Blocking on either one will take them from one wormhole to the other! The 2* Wormhole Charge will have a cooldown of 6 seconds afterward where it can't be used; this cooldown decreases by 1 with each star level, dropping to a minimum of 3 seconds.
Why did the first one change to red, though? Well, if the Charge is used again, another green wormhole will be created, the second wormhole will turn red, and the first wormhole will disappear entirely. And so on and so forth.
You might think, "Wait, we could use this to break the game?" No you couldn't. Here's why:
--A wormhole cannot be placed within one space of a spawn area, whether in Lockdown or the Clockworks. The former would allow Recons to spawn-camp (more on that later) and the latter would allow players to come back and change their gear after having left the entrance.
--A wormhole cannot be placed within two spaces of a party button, to prevent sequence-breaking.
--A wormhole cannot be placed within two spaces of an elevator.
--Upon hitting a party button, all wormholes are destroyed.
Furthermore, wormholes have another limitation: they can be destroyed. Each star level increases the Wormhole's health, but it won't prevent enemies from whaling on it unless a Knight's nearby to get their attention. Ghostmane Stalkers and enemy Knights with the Recon Cloak in Lockdown can use the wormhole (in the Recons' case, by cloaking over it and hitting the Dash button), allowing them to destroy any multi-man portal setup with ease. (This is why wormholes can't lead to spawn; a Recon could waltz into the base and kill people right as they spawned!)
Wormhole Charges and Stabilized Wormhole Charges can be seen by mobs from 12 spaces away and are plainly visible. Expert Wormhole Charges and Hyperspace Rifts are sneakier, being translucent and more difficult to spot on enemy players' screens and only visible by mobs from 6 spaces away.
These are sold by Jorin and/or Remi if they're sold in the Hall of Heroes at all.
I'll be thinking up new utility weapons later, so be sure to check back every so often!
Although it sounds nice, the bugs, exploits and troll oppurtunities that would arise from such a weapon (not to mention travel lag) would be absurd.
The attackable entity idea is interesting though. There should be a bomb that does this.