[Veteran_King of Fools]
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Posted - 2012.06.17 08:09:00 -
[1] - Quote
I will be updating this page periodically with suggestions, improvements, etcetera, etcetera.
Bold text will signify features already instated, but with proposed modifications.
Suggestions: Spawning -Hot Drops (Skirmish/large scale Ambush) ~It is implied mercs are first deployed from an orbiting station or ship, based on the pre-game lobby and the fact that we have inertial stabilizers for slowing atmospheric descent. At the beginning of the match, players are spawned via a "hot drop" - they select a point on the map, and instead of waiting ten seconds are immediately dropped into the game high in the sky on that point of the map. Spawning near enemy territory or turrets will cause them to shoot you out of the air, preventing enemies from just landing on the objective at the beginning of the game. For the rest of the game, a drop beacon is by default located at each team's base and encompasses it's entirety, eliminating any worry about enemy teams simply spawn camping the defending team's spawn point(s).
A deployable drop beacon can be implemented as well, making it possible for allies (the entire team, not just the squad like the drop uplink) to drop in the area around the beacon (highlighted on the map by a blue circle when the beacon is selected as a spawn point). Players would simply select where in the blue circle they would like to spawn, and bam - they start dropping. If they handled their descent properly, they'll land and be immediately ready for battle, no black fade to screw them up and no enemies able to predict their landing point.
-Clone Reserve Unit ~Players should spawn inside the CRU, rather than outside. Black fade in represents the clone's "eyes opening". ~Make CRU larger to reciprocate multiple people spawning inside ~Doors on either side of the CRU. Shielded so that enemies can't shoot in, but friendlies can shoot out (no fish in a barrel for heavy gunners). In order to kill people inside the CRU, simply hack it to disable the bullet-cancelling effect of the shields.
-Drop Uplinks ~Players should be able to pick drop uplinks back up. Perhaps add a five second sequence (similar to hacking) that turns the uplink off and lets you pick it back up. Sometimes we like to relocate our spawn points. ~On the overview, there should be a counter next to drop uplink beacons that displays how many spawns are still available on the uplink. It's annoying when you're halfway done spawning on it only to have someone spawn three seconds faster than you and deplete the remaining spawns/charges.
Equipment -Bubble Shields/Barriers Functions similar to POS shields in EVE. Each one creates a bubble shield around the device, which will regenerate until the device is destroyed. Enemy players can still walk through it. Bullets can go out, but not in (of course). Three variants:
1) Personnel Barrier - A personnel version carried in the equipment slot like a nanohive or drop uplink. When deployed, shields an area large enough to protect two or three people. Good for protecting a small objective or doorway.
2) Mobile Generator - A small vehicle capable of seating three or four people. Mainly logistics slots, little offensive capability. The projected bubble can effectively shield a squad, beyond those already in the vehicle. Can be hacked.
3) Heavy Generator - A large installation called in via hot drop (when installations are implemented). Shields a large area, good for protecting large objectives like relays or turrets from long range heavy fire. Can be hacked.
Weapons -Sniper Rifles ~Sniper rifles are in dire need of a buff. As it stands, snipers are only good for mopping up low-level players and scouts. Any competent amount of armor/shields will wreck the sniper's efficiency. My only issue is simply damage output - they simply don't do enough damage, even when backed up with the requisite skills. I'm pretty sure doming an armored person with a high-calibur, super-tuned sniper rifle won't ping off of their head a dozen times before their head remembers to explode. |
[Veteran_King of Fools]
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Posted - 2012.06.17 08:31:00 -
[3] - Quote
Drop Uplinks -Players should be able to pick drop uplinks back up. Perhaps add a five second sequence (similar to hacking) that turns the uplink off and lets you pick it back up. Sometimes we like to relocate our spawn points. -On the overview, there should be a counter next to drop uplink beacons that displays how many spawns are still available on the uplink. It's annoying when you're halfway done spawning on it only to have someone spawn three seconds faster than you and deplete the remaining spawns/charges.
Sniper Rifles -Sniper rifles are in dire need of a buff. As it stands, snipers are only good for mopping up low-level players and scouts. Any competent amount of armor/shields will wreck the sniper's efficiency. My only issue is simply damage output - they simply don't do enough damage, even when backed up with the requisite skills. I'm pretty sure doming an armored person with a high-calibur, super-tuned sniper rifle won't ping off of their head a dozen times before their head remembers to explode. |