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Terry Webber
Molon Labe. RUST415
730
|
Posted - 2015.06.06 06:40:00 -
[1] - Quote
I think it would be cooler to give myofibril stimulants' ability to increase a character's jump height to the inertial booster module and give players more control of how high they jump. Tapping the jump button would make a player's character jump like normal but holding down the button to fully charge up the booster would make the character jump higher which increases per tier. It would have visual effects similar to that of the inertial dampener. After activating the booster, it will cool down for a certain amount of time which also depends on its tier. Stacking the module would not change its effectiveness. However, a suits frame size can decrease its effectiveness.
Here are my proposed stats:
Skill Bonuses: +1% Jump Height Efficacy and -5% Cooldown Time per Level
Militia
- Cooldown Time: 20 seconds
- Jump Height: 5 meters
- CPU: Feedback requested
- PG: Feedback requested
Standard
- Cooldown Time: 20 seconds
- Jump Height: 5 meters
- CPU: Feedback requested
- PG: Feedback requested
Advanced
- Cooldown Time: 15 seconds
- Jump Height: 6 meters
- CPU: Feedback requested
- PG: Feedback requested
Prototype
- Cooldown Time: 10 seconds
- Jump Height: 7 meters
- CPU: Feedback requested
- PG: Feedback requested
Efficacy to Jump Height Affected by Frame Size
- Light: 0%
- Medium: -25%
- Heavy: -50%
I appreciated any comments regarding this topic. |
Terry Webber
Molon Labe. RUST415
730
|
Posted - 2015.06.07 00:42:00 -
[2] - Quote
Don't be shy. I can handle any kind of open-minded feedback. |
Z Vatican
Hentai Federation
37
|
Posted - 2015.06.15 22:51:00 -
[3] - Quote
I personally think the cool down is pointless. If you want to go through with this idea. Do you have any other alternate suggestions on how to fix it? If not then the thing we have now is fine.
We don't jump TOO high and sure its annoying but most jumpers aren't armor stacked/shield stacked as much. Well... unless they use Ferres plates... but other than that... just charge a core locus and chuck it at the scrub with it.
Was playing pubs and Nyan San was trying to proto stomp with their Agimus Mass Drivers/Balacs AR/ Alex HMG but were quickly put in their place with the mighty core locus grenade.
CEO of Hentai Fedeartion /
Caldari is Life-
State Peacekeeper-
Enemies of the Gallente
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Terry Webber
Molon Labe. RUST415
754
|
Posted - 2015.06.15 23:56:00 -
[4] - Quote
Z Vatican wrote:I personally think the cool down is pointless. If you want to go through with this idea. Do you have any other alternate suggestions on how to fix it? If not then the thing we have now is fine.
We don't jump TOO high and sure its annoying but most jumpers aren't armor stacked/shield stacked as much. Well... unless they use Ferres plates... but other than that... just charge a core locus and chuck it at the scrub with it.
Was playing pubs and Nyan San was trying to proto stomp with their Agimus Mass Drivers/Balacs AR/ Alex HMG but were quickly put in their place with the mighty core locus grenade. I was thinking of having the module use the stamina bar. One fully charged jump would deplete it.
Inertial Booster Module Thread
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Z Vatican
Hentai Federation
37
|
Posted - 2015.06.16 18:58:00 -
[5] - Quote
How would this idea work for regular people who don't use the blue bottles? It could be a good potential idea but it needs a lot more solutions in order for this to work.
For example how would this work for those breach forge gunners? Like I'm charging my breach FG and I hop around constantly to move even though you can't move in general with a breach.
Or how would that work if I'm just play my Min scout to run to an objective when I need to jump over certain ledges etc..
This idea has too many flaws in it. Bring more solutions and it can work. :D
CEO of Hentai Fedeartion /
Caldari is Life-
State Peacekeeper-
Enemies of the Gallente
|
Terry Webber
Molon Labe. RUST415
754
|
Posted - 2015.06.21 22:55:00 -
[6] - Quote
Z Vatican wrote:How would this idea work for regular people who don't use the blue bottles? It could be a good potential idea but it needs a lot more solutions in order for this to work.
For example how would this work for those breach forge gunners? Like I'm charging my breach FG and I hop around constantly to move even though you can't move in general with a breach.
Or how would that work if I'm just play my Min scout to run to an objective when I need to jump over certain ledges etc..
This idea has too many flaws in it. Bring more solutions and it can work. :D For breach forge gunners, the module can be disabled while their weapon charges. For general use, as stated in my original post, tapping the jump button with the module equipped would make a player's character jump like they do now. Holding the button would make the character jump higher.
Inertial Booster Module Thread
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Terry Webber
Molon Labe. RUST415
853
|
Posted - 2015.09.17 01:21:00 -
[7] - Quote
Any other thoughts on this?
Inertial Booster Module
Vehicle Installation
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Saint Winter
The Warlords Legion
164
|
Posted - 2015.11.14 22:44:00 -
[8] - Quote
Hello to everyone .
I like your idea, it seems very good.
But you can make a change in the values GÇïGÇïof effect, citing the suit based on the medium frame, like this:
Light = 25% + Medium = 0% Heavy = 25% -
Now if we take as the basic of the light suit, obviously the values GÇïGÇïremain in the state that have:
Light = 0% Medium = 25% - Heavy = 50% -
But I think I would better suit the average basis (Of course I am not sure it is better, so can discard).
The issue I would like to play, it would spend.
I think it would spend endurance, but the value I think you should put a value or percentage, because the suits already have a base value at points of stamina.
An example would be the browser Ammar : Stamina250.0 points (or so I think), if you spend 50 Stamina driven by jump, then you could only do 5 jumps, but if we apply the tiredness to do that action which is 25%(i think) , so stay in that you can only make 3 jumps maximum.
And if you put a charge mode, you can make it consume twice in numbers 100.0 and the possibility to jump twice as high, example : 3 x 2 = 6m, here could you put a cooling time (10 sec, 5 sec, etc ...) and remain good your idea since 5 sec , i'm sure that there will be regenerated every bar and this can not be abused because they can not be made continuously.
This will help enough and could even leave behind the myofibrillas, because I see him more useful.
I hope I explained well and I like your idea, of course is only a recommendation and hope it serves. |
Terry Webber
Mannar Focused Warfare Gallente Federation
907
|
Posted - 2015.11.23 06:36:00 -
[9] - Quote
Thanks for commenting on this, Winter. I do think your proposed stats for efficacy by frame size seem kind of pointless. Its "energy bar" could be displayed as a symbol similar to the ones for equipment that appears next to the HUD's HP bars.
Inertial Booster Module
Vehicle Installation
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Cloak Dog
Horizons' Edge
884
|
Posted - 2015.11.29 08:04:00 -
[10] - Quote
SO IT WAS YOUR IDEA
I'm more bark then bite...sometimes...
BRUH
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Terry Webber
Mannar Focused Warfare Gallente Federation
908
|
Posted - 2015.11.30 01:23:00 -
[11] - Quote
I'm not sure what you mean, Cloak Dog.
Inertial Booster Module
Vehicle Installation
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Saint Winter
Royal Uhlans Amarr Empire
173
|
Posted - 2015.11.30 03:48:00 -
[12] - Quote
Terry Webber wrote:Z Vatican wrote:I personally think the cool down is pointless. If you want to go through with this idea. Do you have any other alternate suggestions on how to fix it? If not then the thing we have now is fine.
We don't jump TOO high and sure its annoying but most jumpers aren't armor stacked/shield stacked as much. Well... unless they use Ferres plates... but other than that... just charge a core locus and chuck it at the scrub with it.
Was playing pubs and Nyan San was trying to proto stomp with their Agimus Mass Drivers/Balacs AR/ Alex HMG but were quickly put in their place with the mighty core locus grenade. I was thinking of having the module use the stamina bar. One fully charged jump would deplete it. Hello to everyone.
Terry , becomes this an equipment , and so would need more space and make better use of this idea, because as Vatican says it is rare for a module to do a job like that of an equipment, I think it would be better as an equipment. |
Baal Omniscient
Qualified Scrub
2
|
Posted - 2015.11.30 15:07:00 -
[13] - Quote
No chance to type much now, possibly more later. Just wanted to ask yor reasoning behind your choice of a solid number for jump height as opposed to a percentage reason for the reductions to heavier frames. Also is this separate from the melee module or it's own module?
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"Baal comes...and destruction follows him like a storm."
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Saint Winter
Royal Uhlans Amarr Empire
173
|
Posted - 2015.11.30 18:51:00 -
[14] - Quote
Baal Omniscient wrote:No chance to type much now, possibly more later. Just wanted to ask yor reasoning behind your choice of a solid number for jump height as opposed to a percentage reason for the reductions to heavier frames. Also is this separate from the melee module or it's own module? Hello .
you're right in your point but dust 514 dropsuitsnot have determined jump height, now if they took this idea:
Light 2 m / Medium 1.5 m / Heavy 1m
We could use that basis to create the equipment, but until you put a value of particular dive in the game, it will not be possible to create the module. |
Terry Webber
Mannar Focused Warfare Gallente Federation
909
|
Posted - 2015.12.01 23:18:00 -
[15] - Quote
Saint Winter wrote:Terry Webber wrote:Z Vatican wrote:I personally think the cool down is pointless. If you want to go through with this idea. Do you have any other alternate suggestions on how to fix it? If not then the thing we have now is fine.
We don't jump TOO high and sure its annoying but most jumpers aren't armor stacked/shield stacked as much. Well... unless they use Ferres plates... but other than that... just charge a core locus and chuck it at the scrub with it.
Was playing pubs and Nyan San was trying to proto stomp with their Agimus Mass Drivers/Balacs AR/ Alex HMG but were quickly put in their place with the mighty core locus grenade. I was thinking of having the module use the stamina bar. One fully charged jump would deplete it. Hello to everyone. Terry , becomes this an equipment , and so would need more space and make better use of this idea, because as Vatican says it is rare for a module to do a job like that of an equipment, I think it would be better as an equipment. I don't disagree with you, Winter, but if the inertial booster becomes equipment instead, it would still take up a equipment slot that could be used for other things. I'll leave it up to the fitting experts on what should be done with it.
Inertial Booster Module
Vehicle Installation
|
Saint Winter
Royal Uhlans Amarr Empire
173
|
Posted - 2015.12.02 01:22:00 -
[16] - Quote
Terry Webber wrote:Saint Winter wrote:Terry Webber wrote:Z Vatican wrote:I personally think the cool down is pointless. If you want to go through with this idea. Do you have any other alternate suggestions on how to fix it? If not then the thing we have now is fine.
We don't jump TOO high and sure its annoying but most jumpers aren't armor stacked/shield stacked as much. Well... unless they use Ferres plates... but other than that... just charge a core locus and chuck it at the scrub with it.
Was playing pubs and Nyan San was trying to proto stomp with their Agimus Mass Drivers/Balacs AR/ Alex HMG but were quickly put in their place with the mighty core locus grenade. I was thinking of having the module use the stamina bar. One fully charged jump would deplete it. Hello to everyone. Terry , becomes this an equipment , and so would need more space and make better use of this idea, because as Vatican says it is rare for a module to do a job like that of an equipment, I think it would be better as an equipment. I don't disagree with you, Winter, but if the inertial booster becomes equipment instead, it would still take up a equipment slot that could be used for other things. I'll leave it up to the fitting experts on what should be done with it. Baal Omniscient wrote:No chance to type much now, possibly more later. Just wanted to ask yor reasoning behind your choice of a solid number for jump height as opposed to a percentage reason for the reductions to heavier frames. Also is this separate from the melee module or it's own module? I'm a little confused by your last question but I can say that the module is effected by frame size like it says in the OP. Hello everyone.
Terry Weber.
About doubt that you have with Baal Omnicient , on that basis we make this idea.
I told him we can take the idea on Jump Height , because currently there is no dust 514, base of jumping height in dropsuits so I set myself this idea :
Light 2m / Medium 1.5 m / Heavy 1m.
I hope I have helped in doubt you had with Baal Omnicient. |
Terry Webber
Mannar Focused Warfare Gallente Federation
909
|
Posted - 2015.12.02 16:41:00 -
[17] - Quote
Winter, I wanted to make the module's jump height to be separate from a dropsuit's jump height after it's charged up by holding the jump button. Tapping the jump button would make your character jump like it does now without myos.
Inertial Booster Module
Vehicle Installation
|
Terry Webber
WarRavens Auxiliaries
931
|
Posted - 2016.01.10 06:36:00 -
[18] - Quote
Does anyone else want to speak their mind about this?
Inertial Booster Module
Vehicle Installation
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