La Gris Feu
Covenant Security Solutions
25
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Posted - 2012.08.23 01:33:00 -
[1] - Quote
Weapons - "Artiliary"/"AV" Mass Driver - A higher velocity/range, damage, low RoF. "Meteor Shower" Mass Driver - A plethora of shorter range, less powerful shells are launched all at once, most effective against personnel, including a hasty user. "Remote" Mass Driver - Fires shells that are triggered manually, since each bomb is tied directly to a specific weapon, upon loss of communication with the user the bombs are rendered inert. "Instant" Forge Gun - At a significant cost to damage, this forge gun can discharge instantly and with improved mobility. Best for fast moving LAVs, and personnel. "Shortout" Forge Gun - The more spare PG the suit has, the stronger the forge gun becomes. It requires a bit more CPU and PG and a Powergrid Converter equiped to use however. "Hot Shot" Swarm Launcher - Instead of multiple shots from different vectors, this swarm launcher fires a series of 3-6 missiles in rapid succession directly ahead. However, at a considerable penalty in reload time. "Flak Cannon" HMG - Fires a stream of multiple shots with lowered accuracy, a faster spin up time, and higher heat gain. "Waterfall" HMG - Fires multiple streams of fire, advanced (2-3 streams) and prototype (3-4 streams) only. Notably higher heat gain, much longer reload. "Tactical" Scrambler Pistol - A scoped pistol, higher accuracy, range, lowered RoF, elevated damage output.
A weapon variety that induces stat penalities (movement, visibility, radar) A flux Shotgun/Mass Driver/Forge Gun
Dropsuits - "Conduit" Heavy Suit - Still has double the armour of most suits, but also at least 7x the shields. (high/low mod slots swap accordingly) "Pioneer" Scout Suit - Has expanded equip slots, lower signature/armour, runs faster. "Sentry" Suits - Ideally for heavies, significantly higher/stronger detection at the cost of one slot (sidearm), other wise normal. "Martyr" Suits - No grenade slot, can trigger a powerful self destruct on bleedout.
Vehicles - I'd need to play with them more to think of anything. But I guess, "Frugal" Varients - Substantially lower PG/CPU/Shields/Armour/skill requirements but dramatically cheaper.
Equipment (wasn't mentioned, but...) Shield Repair Tool - Repairs and buffs shields by displacing the power burden. (handheld shield repping) "Static Shock" Repair Tool - Essentially an external "Overload" Shield extender that can only be used on others to heal at a standard rate, then applies a buff relative to spare PG (that dissipates over time after disconnection). "Refit" Nanohive - Slowly repairs armour, resupplies. "Phantom" Nanite Injector - Uses specialized nanites to reduce the revived's signature for a time. "Spectre" Droplink - A standard droplink that is difficult for enemies to detect (even lower signature, smaller, paller glow)
Modules - Micro-EMP TurretWeapon Modifer ) - A percentage of shells will contain micro-EMP emmitting devices for increased effect on shields, higher level modules increase this rate with less compromise to standard damage. "Frigid" Shell Alternater - Hollow bullets containing a seperated chemical mixture shatter on impact causing a chilling chemical reaction on the impacted surface, encouraging a brittle reaction to most standard armours, higher level modules [...] "Static" Shell Alternaters - A percentage of shells suffer a damage penalty, but reduce or interrupt radar and comm ability by use of micro-static emmitors.
Shields: Shield Resistance Modules - For infantry "Flash" Shield Extender - An intricate expanded pack of high/low current batteries that converts Repair Tool beams into repairing armour and shields. "Overload" Shield Extender - Converts spare PG into additional shielding, requires a bit more CPU and PG to equip. Needs a Powergrid Converter equiped to use. Sensor Cloak - Mild shield boost, only other effect is to significantly deminish sensor detection.
Biotics: Automatic Nanite Injector - Biotic varient, after a short period of time, or by manual use (using the triangle button), the player is self-revived with 20% armour. Only one use, and of no use if player bleeds out/is dead. TMS (Targeted Mental Stims) - A biotic fluid that stimulates the areas of the brain involved in short term complex tasks, improving hacking time. The effect is nominal, and doesn't affect long term ability retention.
Engineering: Powergrid Converter - Consumes any excess PG for use by various modules, weapons, or equipment. Costs no PG, but some CPU. Only one can be equiped at a time, and it can only be used by one other item, it also notably increases signature. "Hellfire" PG Expander - Greatly increases PG output and thermal signature, and moderately boosts shields, at a high cost of CPU, and a loss of armour to denote lost resistance. Emission Upgrades - Mild boost to armour, only other effect is to significantly deminish sensor detection by improved thermal and energy dispersal. Power Assistance Unit - Improves overall suit function for marginal bonuses in stamina, sprint, and moderately to dramatically higher jumping. (It doesn't surpass biotic equivalents in any one field, requires level 4-5 skill in dropsuit command, it's own skill branch?) Only one unit can be equiped.
Misc: Booster Stims - There are plenty of legal stimulants that marginally improve cognitive function, they're not nearly as effective as blackmarket varients, and fairly expensive, but they also don't risk any neurological damage either. (SP boost 5-15%, idependent skill branch x4 at least)
That's all for now; out of text. |