The main differences in Super Lockdown are the different classes and new map stylings that I shall list below. Super Lockdown focuses more on strategy. Here is the table of contents:
1:Classes
1.1:Ghost
1.2:Charger
1.3:Assault
2:Map ideas
2.1:Barrier
2.2:Two Lanes
2.3:Lights out
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1:Classes
Unlike normal lockdown, the classes DO NOT have special abilities assigned to the defend button. Instead, the defend button will use a shield that has the defense of the guardian shield, except that it does not have an area effect. The difference between each class is the buffs they are given.
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1.1:Ghost
The ghost is similar to the recon. The ghost is permanently invisible to the other team, but a weapon is visible while it is being used.(Slashing, charging, shooting, and placing) Unlike the recon, the ghost does not have a deathmark ability, but the ghost DOES put a recon mark on the enemy. Here are the buffs and debuffs the ghost has:
Health Decrease: 4
Damage Decrease: Medium
Charge Time Increase: Medium
Attack Speed Decrease: Low
Movement Speed Increase: Low
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1.2:Charger
The charger does what is says in its name: Charge attack! Here are the buffs and debuffs the charger has:
Charge Time Reduction: Very High
Movement Speed Decrease: Low
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1.3:Assault
The assault class is meant for going straight into battle and hitting very hard. Here are the buffs and debuffs the assault has:
Health Increase: 5
Damage Increase: Very High
Charge Time Increase: Medium
Attack Speed Increase: Very High
Movement Speed Increase: High
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2:Map Ideas
Here I will put down some map ideas not only because they are cool, but also in order to give a general idea of how strategy will be put in place. The weird styling of the maps can result in different numbers of capture points.
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2.1:Barrier
This map has five capture points. Outside the spawns, there are 2 capture points at the top and bottom of the map for each. This results in four of the five capture points. Next, there are different walkways that lead to the fifth capture point. In many different areas, there are switches. The switches activate and deactivate a variety of traps located in the "barrier" that the walkways make. These traps will force the players on each team to communicate and take risks.
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2.1:Two Lanes
Each spawn has one capture point outside them. Between the capture points, there are two lanes that are separated by a wall. In the middle of each lane, there is a capture point. This layout results in a total of four capture points. Since players in one lane cannot affect players in another, teammates must work together.
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2.2:Lights out
I will not give much detail on this map because it is just a general concept. Basically, it is a maze with five capture points. The things that distinguish this map the most are:
1.Teammates cannot see each other on the mini-map.
2.Players can only see half of the area surrounding them in a circular pattern at any time.
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That is the idea of Super Lockdown! I would like to hear feedback from other forum dwellers.
So... Lockdown but supposedly "better"...
Not gonna happen.
Not going to be harsh, but if you think ThreeRings will make your submitted suggestion, post it. Otherwise, don't bother.
I won't stress what's wrong with this suggestion... I'll leave someone else to do the job.