User blog:SenorDorito949/Robbery Defense


 * Note: This is an idea for a new gamemode to spice up Notoriety. This is not in the official game.*

The Object of the Game
The idea of Robbery Defense *Name is a WIP* is having the police and guards become playable to defend against player robbers on classic Notoriety maps. The police and robbers will have different classes and abilities. The Police will defend the bank from the Robbers. The Robbers must try to get into the vault. If the Robbers get into the vault, the police lose. If the Police fend off the Robbers for a certain amount of time for "Backup" to come, the Police win.

Classes and Abilities
There are classes in the game, and each class has an equal for each side. There are unique abilities for each class. If this ever gets into the game, some classes will probably become gamepasses.

Police Class: S.W.A.T. Officer (Tank)
The Swat Officer is the games version of a Tank. It sacrifices its damage for high health and defense. It should have the normal SWAT Officer skin but have the SWAT Shield equipped as well. It should also have an MP5K or some other automatic one-handed weapon.

Ability: Shield Rush - This Ability should allow the SWAT Officer to have infinite stamina and all slowing debuffs eliminated (Such as bags or heavy weaponry.) while having double the defense and health for 10-15 seconds. This ability should allow the Police team to overtake the drill if it has been started by robbers. As this ability is extremely overpowered and helpful for intense situations, it must have the 10-15 second usage period and a 1-2 minute charge time.

Criminal Class: Juggernaut (Tank)
Now, I know that the Juggernaut is a Police character, but it's literally just Jim Raynor from StarCraft in his suit mech. Also, it looks more Criminal than Police to me, so I'm switching its side. If this ever gets into the game, we can change it if it has to be changed. We will be using the Skull Juggernaut for this skin, as it is a tanky character. It should have a heavier weapon than the SWAT Officer because it can use two hands at once, but it should have less defense because it has no shield.

Ability: Dual Wield - This ability allows the Juggernaut to use two one-handed weapons at once, such as two pistols. This ability is passive and does not need to charge. The con about this ability is that it uses double the ammo, so this ability is only active for one-handed weapons.

Police Class: Ranger (Sniper)
The Ranger is the Police sniper. It uses all long range weapons. The Ranger has low to medium health and defense. It fires heavy, hard-hitting bullets with guns that have large recoil. It should be positioned in high places and pick off enemies from far away. The Ranger can use a small pistol for close range fighting, but their forte is long range. Their skin should either be the classic sniper skin, or have a leather jacket, some brown pants, a cowboy hat, and some shades.

Ability: Heavy APB's - Heavy APB's or Armor Piercing Bullets, allow the Ranger to switch its current magazine into an APB magazine. These bullets can pierce right through the armor of an enemy and deal all of the bullets damage to the health of the target. This has no usage period as it uses the amount of bullets in the magazine. Once those run out, it switches back to normal ammunition. This has a 2-3 minute recharge period, as this ability can easily take down tanks and other heavy players.

Criminal Class: Sharpshooter (Sniper)
The Sharpshooter is the Criminal counterpart of the Ranger. It has low armor and high damage, with large recoil and long range weapons. The only difference in stats between the Sharpshooter and the Ranger is that the Sharpshooter has lower health and higher damage (Because the Police need to be tankier as they play the role in the defenders.). They use pistols as close range weaponry, but it is not advised. They will have the SWAT Sniper skin along with the accessories.

Ability: Iron Sights - This ability allows the Sharpshooter to automatically aim at the enemy player in the chest/head if they are in range and in the open. This will last 10-15 seconds and will take 1-2 minute recharge period. This ability is very overpowered, but I don't know if this can even be coded into the game. If it cannot, we can find another ability for the Sharpshooter.

Police Class: Hostage Rescue Operative (Damager)
The HRO is the polar opposite of the Juggernaut and SWAT Officer. They can dish out massive damage but have low health. They wield heavy shotguns to deal major damage right away. They are specifically made for close range combat and are recommended to guard the drill, as it is usually in a small room. They have the skin of the Hostage Rescue Team but instead of an MP5K it holds a shotgun. They are very light on their feet to avoid taking damage and they have higher stamina than most characters.

Ability: Rage Pills - This ability allows the HRO to take a "Rage Pill" which then triples the damage it can deal and cuts the damage it can take in half. This ability should last 15-20 seconds and have a cooldown of 1-3 minutes. The usage period is so long because the HRO can still be killed if it rushes in on too many enemies.

Criminal Class: Hired Militia (Damager)
The Hired Militia is the HRO's mortal enemy. They have low health but deal insane damage to enemies. They can carry a shotgun or a minigun/light machine gun. They can wreck havoc on enemy players if used correctly. However, this player can be quickly eliminated by using a Ranger or a SWAT Officer. The skin they use is the FBI Officer skin.

Ability: Flashbang - This ability allows the Hired Militia to throw a flashbang, which blinds all enemies close enough and blinds sniper scopes. This ability uses the normal flashbang you see in Notoriety. Since this is a simple ability, it only has a 45 second cooldown.

Special Classes
These classes are special, unique ones which have no counterpart. Some of them can be used on both Police and Criminal teams, and these are called "Joker Classes".

Police Class: Secret Agent
As you know, the game has civilians of which criminals can take hostage. This class can disguise themselves as a civilian, but appear as a police behind the criminals backs. This is a very special role which can be used to win the game. They have the same faces and the normal citizens, and the same animations. They deal medium damage and have medium health, and they use low detections weapons such as the P90 or the MP5K. When they are revealed they have the Casino Security skin.

Ability: Hidden in Plain Sight - The Secret Agent spawns as a civilian at the start of the game, but when they reveal themselves or if they die, the only way they can go back into civilian mode is to use this ability. Noting that the Secret Agent is useless in civilian mode if the Robbers kill all of the civilians. The only way to get rid of that con is to somehow have more civilians spawn.

Joker Class: Engineer
This class allows the player to create turrets and set traps and mines. They only have a pistol or a small one handed weapon, but they can place sentries which shoot for him. The engineer can place:

Turret/Sentry - The classic Senty Gun used in Notoriety, but it does not have the AP rounds. The Engineer can place up to four turrets at a time. If one is destroyed, he can place another after 60 seconds of the destruction.

Trip Mine - Again, the normal Trip Mine used in Notoriety, but it does not have the detect mode. This cannot go off on teammates. The Engineer can place two at a time. When one has gone off, the Engineer must wait 45 seconds before placing another.

Barrier - This a metal, portable barrier which can be placed and destroyed by enemies. The Engineer can place one at a time, and must wait 60 seconds before placing another.

Ammo Bag - This is the standard ammo bag and the Engineer has four ammo bags total.

Camera Setup - The Engineer has a setup he can place and pack up which has access to the normal cameras, but comes with four extra cameras which you can place anywhere near you. The cameras either can be destroyed or they cannot, it depends on what kind camera you are using. If a camera is destroyed you cannot replace it.

The Engineer has low health and low damage, but is vital for defenses and siege. He does not replenish his supplies if he dies or is downed. The Engineer has the Night Club Thug skin.

Ability: EMP - The EMP (Electromagnetic Pulse) is a bomb which shuts down all electronic devices. This EMP can shut down all enemy devices and jam their guns for 30 seconds. This can only be used once per game. If you are on the Police team, the EMP also shuts down the drill, and the enemy has to replace it. It also shuts down the cameras if you are on the Criminal team.

Joker Class: Medic (Healer)
This class is a very obvious one, you heal teammates. The Medic can place infinite doctor bags, but it can only be used by it or other Medics. The Medic has moderate defenses and health, but it has low damage and only wields a small automatic weapon, such as the MP7 or the UMP45. The Medic can automatically pick up downed players, and any nearby players heal faster than usual. The Medic has the Police Medic skin, whether they are on the Criminal team or the Police. A special trait about the Medic is that if it is killed/downed, it automatically gets up with 1 HP and has shielding for 5 seconds.

Ability: Call of the Angels - This ability calls down light on every teammate and heals them completely and gives them full defense, even if they are downed. This can only be used once every round.

Criminal Class: Demolitions Expert
This class is a special class, as it uses the RPG and a Grenade Launcher (Hopefully added into the game). The DE allows the character to deal large AoE damage to players. They have moderate health and defenses, with large damage from the explosive weaponry. This is a very insane class, and will probably cost Robux if this ever gets into the game. The skin it uses is the Cloaker skin. It has no normal weaponry.

Ability: Air Strike - This ability calls down a bomb which eliminates all enemy players. This ability bypasses the Medics downed trait, killing it anyway. This can only be used once per match.

Downed and Deaths
When you are downed, usually you have 30 seconds before you die. The difference is that the wait time is 10 seconds, but it will not go down if an enemy is near the body. After you die, you must wait 30 seconds before respawning at the spawnpoint. The Criminals will always spawn at the van, and the police will spawn at roof of the building or somewhere where they cannot be spawncamped. Once you respawn you spawn with all your health and a quarter of your defenses. Your abilities and equipment do not replenish when you respawn, only your ammo does.

* This page was created by SenorDorito949*

* Sorry about the links, I was too lazy to add them lol*