Selinate deux
Ametat Security Amarr Empire
177
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Posted - 2014.05.11 01:56:00 -
[1] - Quote
This is going to be complicated, and might also be fairly long. I loathe the fitting mechanics as it is and am proposing a complete overhaul of it. I will start by saying that I abhor the use of the word "modules" and will use other terminology as I see fit.
For the sake of simplicity, for now, let's keep CPU and Power. I see no reason to mess with those as they're somewhat realistic for what a dropsuit of this kind would have to include to function.
Armor
Armor should not be an item that is added to the suit in the form of some slot. Instead, if you want to add armor, you can manually add different sets of armor to any given suit. There can be different types of armor, different grades, different materials, etc. but ultimately it will have 3 properties: Flexibility, durability, and weight. Each of these 3 properties can vary between different sets of armor. So therefor, adding extra armor of a certain type will result in reduced flexibility, enhanced durability, and increased weight on the suit. Because of the increased weight and decreased flexibility, this increase in armor should also require an increase in powergrid in order to move the suit.
I will address the effects of weight and flexibility on the movement of the suit later.
Shields
Shields should be included as an optional part of the suit. This should be an added item on the suit with its own slot where different types of shield generators with different shield recharge rates, maximum shield amounts, and powergrid/CPU useage.
Weapons
Weapons should be as they are, with a main slot and a sidearm slot. This could change with the suit though, as a Scout suit could only field a sidearm weapon or a sniper rifle, and a heavy could field a heavy weapon and light weapon. The powergrid and CPU useage should represent the weapon, though. Obviously, a combat rifle for the minmatar shouldn't use very much power at all since it's a projectile weapon. The fitting requirements should change with the weapons, but the suits should each have a different slot layout to better suit their role.
Utility Slots
This should include things like active scanners, cloaks, nanohives, armor repairers, etc. and should change with different suits. A heavy should not have many utility slots, while a logistic suit should have more than normal. This can include more items as they come along in future expansions or ideas.
Other Parameters
Things like shield recharge rate, passive scan, hacking speed, etc. should not be in the form of items at all. These are properties that would be inherent to the suit, and would be manually tunable which would result in rerouting powergrid and CPU to certain subsystems of the suit instead of having items that take up slots to increase these abilities. This would include the kinetic boosters or whatever they were called that increases sprint performance.
Effects of weight and flexbility of armor in the suit on suit performance
Simply put, these would make the suit slower. That's the bottom line. There will be a certain amount of weight that the suit could handle including all mentioned items above that would weigh down the suit, which would further slow down the suit and make it so that jumping ability and other physical abilities are inhibited. If the suit had more weight than it could support, then it would not be useable.
subsystems
I would like to see different variants of different systems also, such as scanning subsystems, kinetic subsystems, weapon performance subsystems, etc. in every suit that would be an integral part of the suit that could be switched out for different subsystems that had different performance or was designed to take on a slightly different role for a given suit (such as for a scout suit: a scanning subsystem that allowed your team to better see the enemy on their minimap or a cloaking subsystem that aided cloaking).
This is just off the top of my head, and is probably a rough idea. |