Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Roy Ventus
Axis of Chaos
1899
|
Posted - 2015.02.16 17:49:00 -
[1] - Quote
You know what would shake up the game? Active Modules. Well I mean they would be called modules but they would be fitted on the equipment slots most likely.
It would alleviate some issues like a low TTK while also making pathways to new play styles.
Active Armor Hardeners - Making the Amarr even more terrifying and giving the Gallente an edge in battle. If they do it like EVE, they'll have different variations with resistance to certain damage types (explosives, projectile, plasma, rail, thermal). Would certainly let the Gallente focus more on armor reps instead of having to worry about eHP and would allow for the Minmatar and Caldari to have a back up option in a fight once their shields break.
Active Armor Repair - Would take the Gallente's fast recovery to a whole new level, making them relentless in attacks as they recover swiftly. Would allow for the Amarr to focus more on armor tanking, and give the Minmatar and Caldari a backup plan if they need to recover their armor quickly.
Active Shield Hardeners - Probably the most needed right now, Shield Hardeners would give the Caldari, and to some degree the Minmatar, some cushion time in close quarters combat as they resist against Gallente weaponry (which are known for it's high damage but low range) and Amarr weaponry (which are known for it's high alpha damage). A scenario would be a Caldari merc shooting from afar but ends up missing a target and has only a matter of seconds before a CQC and so they activate their shield hardener. The Gallente and Amarr could use it for hybrid tanking.
Active Agility (see: Speed and Stamina) Module - As long as it doesn't affect the strafing speed, an agility module could work. The Minmatar would benefit from this greatly as it would make their guerrilla warfare much more efficient. Would allow the Caldari an extra boost if they need to escape, and would give Gallente a boost for getting in close on the enemy. Wouldn't do the Amarr too much except give them an extra boost in speed to push an area.
Active Dampeners - Pretty much would allow for an alternative to the cloak, giving you a greater tactnet silence than the cloak, albeit without the ability to become invisible.
I mean these are only the ones I came up with. CCP probably could think up some other modules that would work. Point is, Active Modules would change up the gameplay mechanics as well as make Assaults, which most of this is geared towards, much more capable at killing and staying in the battle than any other suit, as their job demands.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
http://royventus.tumblr.com
|
DeadlyAztec11
Ostrakon Agency
7491
|
Posted - 2015.02.16 20:19:00 -
[2] - Quote
Not feeling it.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
|
Edau Skir2
Mithril Forge E-R-A
514
|
Posted - 2015.02.16 20:24:00 -
[3] - Quote
Going off your Active Armor Hardeners paragraph, Ammo Types. The thing that has always annoyed me is that every Ammunition in New Eden has a specified damage type, with multiples for the same weapons, so why do we not have a choice for different ammunition, taking the Minmatar as an example, like EMP, or Depleted Uranium, or Phased Plasma?
But not meaning to derail a thread. I think active modules would indeed spice up the game. It does annoy me that the only Armor/Shield hardeners are on Vehicles.
What are your thoughts on passive Resistance Amplifiers/Plating?
Logistics mk.0 / Logibro's Modified Logistics mk.0 within the week!
|
DDx77
The Exemplars RISE of LEGION
128
|
Posted - 2015.02.16 21:26:00 -
[4] - Quote
I like this idea, but I think you have to add some risk
I'm cool with a heavy getting g such a bonus but once the armor bonus wears off there should be a negative penalty to armor while the module is recharging
Other modules could have similar drawback. So if it's + 10% to shields when activated, it is - 10% while recharging.
Your idea also implies adding a new slot. (Heavies have no equipment)
Boosting : Allowing the server to protect people from other countries from taking damage
|
Roy Ventus
Axis of Chaos
1903
|
Posted - 2015.02.16 22:06:00 -
[5] - Quote
@DeadlyAztec I can see why you might not feel it. If done wrong... This could be game breaking. CCP has a history of breaking the game.
@Edau Ammo Type might be an even bigger jump. That would require for the game to be re-worked if we're trying to do it like EVE. Remember first playing it and looking quite confused at the ammo system.
@DDx Yeah definitely. I originally wanted to add some penalties and stuff but then I was just giving ideas about how we could work with active modules. In my mind I thought, the Active Repair would need for the user to stand still and not get hit. The hardeners could have some type of penalty although I wouldn't recommend something that reduces mobility.
Also, Heavy's shouldn't get to use these active modules. They already have resistance and tanking, right? Plus if the biggest tankers could rep themselves, it would put logis to waste.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
http://royventus.tumblr.com
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |