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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.10.29 02:39:00 -
[1] - Quote
I think it would really add to the game if there were types of modules for dropsuits that had to be activated (like vehicle armor repairers, and vehicle shield boosters). They could be used for temporary effects.
[Possible dropsuit active modules] The upcoming infantry cloaking could be one of such modules.
Speed burst: Walking and running speed are doubled for a short period of time.
Disguise: Temporarily makes you appear as a friendly to your enemies (Your name turns blue to them)
"Radar" spoofing: Making red dots appear on the enemy's minimap, as well as making red chevrons appear on their HUDs to distract them.
Shield booster: Releases a massive increase in shields.
Barrier: A large defensive wall of plasma molded into shape by an electromagnetic field to not only protect the user, but those around him.
X-ray vision quick scan: Pulses of X-ray radiation is emitted from the module, and then then picked up when it bounces back to reveal locations of enemies through walls. Should only last about a second to give a general idea of where enemies are concentrated at. EDIT: The ACTIVE SCANNER equipment already occupies this role, but the scanner has no visual feedback, click here for solutions for the active scanner. Anti-personnel stasis webifier: A module that fires a stasis web from the wrist of the player to temporarily slow down enemies hit.
The active modules should have cool visual effects to signify when they are in use. A speed burst module for example could cause a blue tint in the screen, and the X-ray module could an X-ray vision see-through-walls effect for a second.
The specific ideas for active dropsuit modules I suggested are no important, but I would like some nice active dropsuit modules. Having to actively use something is kind of like having a superpower, which are really fun. I have been wanting something like this since before I was in the beta, watching vids online, and looking for any scrap of news about the game that I could get about the game on the dust514.org website. Actively doing things is always more fun than having it done for you passively.
EDIT: [Request] Explosive shield discharge infantry module
KAGEHOSHI Horned Wolf wrote:It would be nice to have an infantry active module, or equipment that allows us to destroy our own shields to produce an area-of-effect shockwave to hurt enemies within the blast radius. The damage output could depend on how much shields a player has, and each increased tier gives more damage per amount of shields. Since the damage depends on how much shields you have when it activates, it can't be abused for high damage by those whose shields are almost down anyway. If you have very little shields to sacrifice then you won't get much, but if you have a lot to lose then you get more out of it. There could be variants with higher blast radius, or for more damage. Each would have their own weaknesses to balance their advantages.
The usefulness of this would depend on the situation, and might be quite a gamble. High risk high reward is fun.
Something like this could be done for vehicles as well I'm sure. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.30 00:16:00 -
[2] - Quote
Hopefully crusaders will have active modules as well, instead of just passive ones. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.14 05:52:00 -
[3] - Quote
I just noticed it said "Anti-personnel" instead of "Anti-personnel stasis webifier" in the OP. Fixed it in the OP (along with other stupid errors earlier).
To CCP Wolfman, I really appreciate the reply. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.14 19:34:00 -
[4] - Quote
I want to try a lot of the current passive modules as active modules to see if they would work, or cause balance issues. Armor repair module for example, and with the cool yellow glowing pattern (the one from vehicle repairs) appearing on me also. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.17 22:15:00 -
[5] - Quote
Firestorm Zulu wrote:KAGEHOSHI Horned Wolf wrote:I think it would really add to the game if there were types of modules for dropsuits that had to be activated (like vehicle armor repairers, and vehicle shield boosters). They could be used for temporary effects. [Possible dropsuit active modules]The upcoming infantry cloaking could be one of such modules.
Speed burst: Walking and running speed are doubled for a short period of time.
Disguise: Temporarily makes you appear as a friendly to your enemies (Your name turns blue to them)
"Radar" spoofing: Making red dots appear on the enemy's minimap, as well as making red chevrons appear on their HUDs to distract them.
Shield booster: Releases a massive increase in shields.
Barrier: A large defensive wall of plasma molded into shape by an electromagnetic field to not only protect the user, but those around him.
X-ray vision quick scan: Pulses of X-ray radiation is emitted from the module, and then then picked up when it bounces back to reveal locations of enemies through walls. Should only last about a second to give a general idea of where enemies are concentrated at.
Anti-personnel stasis webifier: A module that fires a stasis web from the wrist of the player to temporarily slow down enemies hit.
The active modules should have cool visual effects to signify when they are in use. A speed burst module for example could cause a blue tint in the screen, and the X-ray module could an X-ray vision see-through-walls effect for a second. The specific ideas for active dropsuit modules I suggested are no important, but I would like some nice active dropsuit modules. Having to actively use something is kind of like having a superpower, which are really fun. I have been wanting something like this since before I was in the beta, watching vids online, and looking for any scrap of news about the game that I could get about the game on the dust514.org website. Actively doing things is always more fun than having it done for you passively. Lets fix the FPS before we start doing random tedious add ons like this.
"random tedious add ons" and FPS fixes are not mutually exclusive. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.20 18:56:00 -
[6] - Quote
An active module for the crusader suit to allow squadmates to spawn on you in a 2 minute window, and has a long cooldown. Inspired by this: https://forums.dust514.com/default.aspx?g=posts&t=39873 |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.12 23:44:00 -
[7] - Quote
This also fits
[Request] Explosive shield discharge infantry module
KAGEHOSHI Horned Wolf wrote:It would be nice to have an infantry active module, or equipment that allows us to destroy our own shields to produce an area-of-effect shockwave to hurt enemies within the blast radius. The damage output could depend on how much shields a player has, and each increased tier gives more damage per amount of shields. Since the damage depends on how much shields you have when it activates, it can't be abused for high damage by those whose shields are almost down anyway. If you have very little shields to sacrifice then you won't get much, but if you have a lot to lose then you get more out of it. There could be variants with higher blast radius, or for more damage. Each would have their own weaknesses to balance their advantages.
The usefulness of this would depend on the situation, and might be quite a gamble. High risk high reward is fun.
Something like this could be done for vehicles as well I'm sure.
Also, Cross' repair tool idea sounds awesome. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.14 10:30:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:This also fits [Request] Explosive shield discharge infantry module It would be nice to have an infantry active module, or equipment that allows us to destroy our own shields to produce an area-of-effect shockwave to hurt enemies within the blast radius. The damage output could depend on how much shields a player has, and each increased tier gives more damage per amount of shields. Since the damage depends on how much shields you have when it activates, it can't be abused for high damage by those whose shields are almost down anyway. If you have very little shields to sacrifice then you won't get much, but if you have a lot to lose then you get more out of it. There could be variants with higher blast radius, or for more damage. Each would have their own weaknesses to balance their advantages. The usefulness of this would depend on the situation, and might be quite a gamble. High risk high reward is fun. Something like this could be done for vehicles as well I'm sure.
Any thoughts or comments on this? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.14 11:12:00 -
[9] - Quote
Thranx1231 wrote:No.
League of Heroes is three web sites to the left.
Too bad jive turkey, because....
CCP Wolfman wrote:Hi guys,
Just thought IGÇÖd let you know that we do have plans to add some of the functionality youGÇÖre discussing here in future updates. Exactly which ones will remain shrouded in mystery for now. Some of the functionality is associated with equipment items (which are used very much like active modules) and also with some weapons.
Thanks for the cool ideas!
Cheers
CCP Wolfman
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.14 11:28:00 -
[10] - Quote
Regarding this sarcastic comment on the other thread
Thranx1231 wrote:Wow! What a brilliant idea! Really!
Way better than using the 400hp grenade that you already have two of.
By your logic mass drivers should not exist in the game. Grenades run out. Perhaps you are carrying AV grenades. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.21 05:25:00 -
[11] - Quote
Terry Webber wrote:How about the ability to temporarily listen in on communications if players are using mics (has a cool-down)?
That would be really tactically useful, but I think people would just switch to third party voice communication programs. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3158
|
Posted - 2013.03.14 04:36:00 -
[12] - Quote
This also fits: Infantry Jumper (based on this) Infantry equipment that makes the user capable of instantly teleporting, or "jumping" from one spot to the next after charging.Tthe device will allow the user to jump over 100 meters in any direction where aimed; even straight up into the air. There is also a considerable cooldown after the jumps.
Standard: Infantry Jumper Range: 120 meters Charge: 4 seconds Noise rating: medium Overheat rate: 50% per jump Cooldown rate: 30% per jump
Standard: Stealth Infantry Jumper Range: 100 meters Charge: 4 seconds Noise rating: low Overheat rate: 50% per jump Cooldown rate: 30% per jump
Standard: Breach Infantry Jumper Range: 160 meters Charge: 7 seconds Noise rating: loud Overheat rate: 60% per jump Cooldown rate: 30% per jump
Standard: Quickjump Infantry Jumper Range: 80 meters Charge: 2 seconds Noise rating: medium Overheat rate: 20% per jump Cooldown rate: 20% per jump
Active modules, equipment, or weapons, as long as we get cool stuff, it matters not to me. |
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