Aleksander Black
Immortal Retribution
171
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Posted - 2013.09.30 14:39:00 -
[1] - Quote
Ok, here comes my best shot at variations Wolfman!
* ADAPTIVE ARMOR PLATES - Variation of Armor Plates - HP bonus is lower than regular Armor Plates, maybe identical to ferroscales, has the same movement penalty and gives a bonus to remote armor repairers directed at the user. Suggested +3%/+5%/+10% bonus to remote reps directed at the user. Since it is stackeable should have a large PG/CPU requirement, maybe identical to ferroscales. Play with the numbers as you like, the basic idea is to enable a powerful tank based on remote reps as we can see in EVE.
* ANCILLARY ARMOR REPAIRER - Variation of Armor Repairer - Do not repair anything until your armor goes below 30% (or 50%, or whatever). Once condition is met, though, it repairs more than a regular Repairer, maybe double of it, so +4/+6/+10. The idea is to allow armor tankers to survive even more when under fire but at great risk of being overwhelmed at any moment, while forcing you to have other means of repair to get back to full health, thus promoting a more active armor tanking style.
* BREACH/ASSAULT LASER RIFLE - Variations of the Laser Rifle - The breach laser rifle deals more damage but overheat faster. The Assault Laser Rifle deals less damage but build up heat slower. Could also play with the time to reach the damage roof, being longer in the breach and shorter in the assault.
* BURST LASER RIFLE - Variation of the Laser Rifle - When you press the firing command the weapon starts to emit bursts of laser with a duration of 3 seconds each (example, may be more like 5 or less like 2). Each of these bursts start dealing low damage as per usual but are already dealing maximum continuous fire from regular LR damage by the end of it, before being forcibly shut down. If the user keeps firing after a short pause to reset the laser (0.2 seconds for example) the weapon will shoot another burst and so on. If the user release the firing command the weapon will resume the current burst and then stop. Weapon should overheat with about 3 bursts if no bonuses to overheat are being applied. Damage of the whole burst should be regulated for balance, but the general idea is to keep the flavor of the LR with low initial damage and high final damage, but over short bursts Minmatar style (blasphemy but whatever).
* BREACH SCRAMBLER RIFLE - Variation of the Scrambler Rifle - Still semiautomatic, still same ROF. Regular shots deal less damage than those of the regular version, but the charged shot multiplier is much higher resulting in more powerful charged shots. Charge time should also be reduced. May decrease a little the heat generated by charged shots while maintaining the amount generated by regular ones. Idea is to force a low ROF high damage profile through the use of the charge mechanic. The similar heat between the shots and the exponential damage of the charged one should prompt a player to try to always use the charged shots and only use the regulars when in a tight spot leading to plenty of charging gameplay and deadly shots while having a backup plan true to the original weapon design.
* TACTICAL FLUX GRENADE - Variation of the Flux Grenade - Lower ammo count. When deployed it jams the radar of every player/vehicle within it's area of effect, impeding them to receive information from friendly active scanners and from its own suit's sensor. Could do something else if it's deemed too weak (like still deal damage to shields but less than the regular) or could just temporarily modify the precision status of the suits within effect range (+10/15/20 precision) instead of automatically jamming the radar.
Hope you like it. I will drop by latter if I got anything else. |