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Algintal Core Gallente Federation
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Posted - 2012.09.20 01:59:00 -
[1] - Quote
typing on phone, so sry for typos.
a giant. cardboard. mechasuit. think south park's cartman A.W.E.S.O.M.-O 4,000. one foot would be the size of an MCC ship. perhaps it would require a 3-man squad to operate. each corp could only launch one per planet because any more mass planetside would disrupt planetary magnetic fields, collapse continental plates, and potentially tilt the rotational axis, if not disrupt its system orbital path. due to sheer size, they can not walk and are limited to rock-em sock-em style punches. obviously designed to attack or defend against other grossly oversized cardboard mechasuits. punches are limited to jabs with warpoint-earned uppercuts. each punch will take 3-5 seconds from start to finish. if a punch lands on an opponent, the ground trembles simulating incoming fire knock back for all players on the ground. if a punch misses, a turbulence wake is created affecting all nearby airborne DSs. there is also your typical block posture to reflect an incoming punch.
humongous paperbots can only be called down by squad leaders trained up to level V in all primary skills such as weaponry, engineering, shield upgrades, etc., dropsuit command level V, each racial dropsuit level V, along with new skills such as squad leader level V, mecha pilot level I (each level increases punch power by 5%), your racial mecha specialization level I (each level increases punch speed by 3%), and defensive posture level I (each level increase defensive resist by 3%). squad leaders default to the head position, but can only target opposing targets. actual punch attacks are made by each arm's squad member reinforcing "team play" as well as potential corp infiltration and sabotage. squad lead pilot head sees a telegraphed punch incoming, he has a minimum of 3 seconds to hit the block command for squad to react. arm left and right see an indicator to defend position. if they both successfully react and block the incoming punch the SL gets 10pts for the command, and each arm gets 10pts for assist. if only one arm makes position, SL gets 5pts, the defending arm gets 10pts, the punch produces 50% damage to the overall suit, and the failed arm's takes a hit. continued failed blocks reduce arm armor until arm is destroyed, greatly reducing overall suit's defense and attack potential. attacks work in a similar chain of command.
3 consecutive unblocked punches provide 1 battle point. 3 battle points earn 1 uppercut option. SL can option to uppercut with the arm with the most armor remaining, or save the uppercut point. collecting 5 uppercut points give SL the option for an eyeball death ray of obliteration. game over for the opponent.
bouts can clearly be seen from space by eve players. ground mercs see ...mecha feet. and legs. mercs can only hear hits and blocks, get knocked about from the force. DS crew can see more, but risk turbulence and being punched by mistake.
if oppsing corp can not launch a mech of their own, that corp has the option to call down a firetruck. only 1 spawn per corp at a time is allowed in play. this vehicle too requires a unit of 3: driver, water cannon gunner, and pump operator. they must move within range and hose down the feet of enemy mecha. cardboard mecha foot + water = ohnoz. perhaps on next update, new counters to merc fire truck can be implemented.
- me.
p.s. on valentines day, 3d model is replaced with diaper wearing 50-story cherubs. p.p.s. that's a helluvalota typing for one thumb. tendonitis resists -3. |