Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.05 09:18:00 -
[1] - Quote
I'm not going to quote anyone here, but this post is taking what I see as the best ideas and putting them together, with maybe a few ideas of my own added to the mix.
Firstly, the idea of filling a grenade slot is a good way to avoid the problem of excessive penalties to specific fittings/skillsets. There should also be extremely high CPU/PG requirements, which are reduced significantly when using a Covert Ops suit. Not sure if a module slot is also needed, but I'm leaning towards yes.
- Cloaking has a "charge" meter, and can only be activated when this meter is above 10%. - The charge meter drains slowly while the cloak is operational, and refills slowly when it's off. - 100% invisibility when not in an "active" state. - Visible distortion of cloak effect when in an "active" state. - Visible distortion accompanied by audio cue. - Increased charge drain when in an "active" state. - Non-CovOps Dropsuits will be "active" when sprinting. - Non-CovOps Dropsuits will be "active" when hacking. - ALL Dropsuits will be "active" when attacking with any weapon. - ALL Dropsuits will be "active" when in close enough proximity to another non-cloaked player (regardless of friend or enemy). - ALL Dropsuits will be "active" when the charge meter is below 25% - CovOps Dropsuits will be the only type which don't lose sensors/minimap while cloaked. IFF markers won't appear for cloaked non-CovOps players. - Being cloaked conceals you on the minimap unless the target has a specific counter the cloak.
Counters will be EMP devices, and several counter-modules.
An "active sensor pulse" module will be an option that can be fitted to Scout and Logistics suits at a reduced cost. When triggered, all nearby cloaked units will be temporarily forced into an "active" state, becoming partly-visible. In addition, any cloaked enemies will be revealed to your teammates for the duration of the pulse. Of course, this will also have the drawback of marking your location for all enemies in a wider radius than the pulse's effect, making you a priority target. It operates on a cooldown, needing time to recharge after each use.
There will also be a "disruption pulse" module with a much shorter range, with a reduction in requirements when equipped by Logistics suits. This will automatically empty the charge meter of any nearby cloaked unit (friendly included), forcing them out of cloak until they can regain at least a 10% charge level. As with the Active Sensor Pulse, this module will have a cooldown period after each use.
Scouts will have reduced requirements to equip an "Active Sensor Array" module. Unlike the "pulse" version above, this will be freely turned on and off by the player, much like the cloak itself (but without a charge meter). While active, all enemies in the sensor range will be revealed on all friendly minimaps and HUD displays. This will also increase the range at which a cloaked suit becomes "active" from proximity. As with the Active Sensor Pulse, this will make the player using the module more visible to enemies while active. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2013.01.22 11:31:00 -
[2] - Quote
I've been thinking, and I have an idea...
Module: Active Profile Dampener (APD)
All versions of this device would have the same functional limitations, listed below:
- Firing disrupts the effect. This will also apply to melee attacks - but ONLY when they connect with a target. Charged weapons will disrupt the effect as soon as they begin charging, and the timer to restore functionality will only kick in after the fire button is released. - Taking damage disrupts the effect. - Sprinting or jumping disrupts the effect. - Active Scanners disrupt the effect within their scan range. - Any suit's built-in Passive Scanners (including those of friendly suits) disrupt the effect within half their scan range. - Using the APD interferes with TACNET functionality, preventing the suit from sending or receiving targeting data. As such, enemies visible to someone with an active APD will NOT be visible to the rest of the team, and vice versa. This also prevents cloaked units from disrupting one another's cloak, however, allowing "stealth squads" to work together without fear of interrupting each other's APDs.
When the APD's effects are disrupted, any negative effects from the use of the module still apply, but the benefits will be negated entirely. This disruption lasts for a base of 1.5 seconds, with the module's required skill providing a 0.1 second reduction per level. This allows for, at best, 1 second of full visibility after performing ANY action that disrupts the APD's effect, including getting too close to an enemy.
Each tier of APD provides an additional benefit, but at significantly increased PG/CPU costs - much greater than the increases seen in other weapons and equipment.
Militia/Standard: The basic APD reduces the suit's scan profile by 50% while active. It also adds a 1 second delay before the suit lights up when targeted by an enemy.
Advanced: Outside of enemy scan range, an Advanced APD prevents all targeting. Even when centered and scoped in, an enemy will receive no targeting data about the suit they're aiming at while the APD is active.
Prototype: The Prototype Active Profile Dampener is a cloaking device. This provides complete invisibility in addition to the other benefits of the technology.
Covert Ops (or Scout suits if they take that role) will simply be able to ignore the limitations on sprinting and jumping while cloaked. Everything else wou |