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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2012.11.13 12:53:00 -
[1] - Quote
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. AgreedSpeed burst: Walking and running speed are doubled for a short period of time. Agreed though shouldnt be available for heavies imoDisguise: Temporarily makes you appear as a friendly to your enemies For this game's sake, please dont. I just hate all those free kill methods. Will either be useless or OP and boring "Radar" spoofing: Making red dots appear on the enemy's minimap, as well as making red chevrons appear on their HUDs to distract them. [/b] meh, not my cup of tea, many more usefull things to do before
Shield booster: Releases a massive increase in shields. [/b] Would make sense to have active shield boosters with a pretty long cooldown. or shield rep. Barrier: A large defensive wall of plasma molded into shape by an electromagnetic field to not only protect the user, but those around him. Could be a cool idea. Would it stop ennemy bullets only or also friendly rounds that you or mates would try to shoot through ? IMO, should stop everything 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. Why not.Anti-personnel: A module that fires a stasis web from the wrist of the player to temporarily slow down enemies hit. Not a bad idea, but i think stasis grenade would fit the purpose in a more logical matter
I like the general idea. In fact, some infantry equipment should already work that way. Active scanners should be something to activate through weapon wheel just like any active module for vehicles and have a cooldown. See quote for further observation on your suggestions.
And now, a few suggestion on my part. All work for a specific amount of time and then need cooldown
Radar Jammer : Equipment that would massively decrease profil signature of the user and people in area around him. Better tier versions would enhance effect duration and area of effect.
Armor reps : tbh, i always felt like armor reps should have been active module all along. Shields auto-regen its a fact. But armor reps use nanites that should be activated. Add a cooldown and raise armor rep rate and you balance armor\shield classes regarding infantry.
Stamina boost : get a massive boost of stamina. Should be a biotic module. Different tier would only raise duration time. Cooldown lowered by linked skills.
Tracking chip : Gives a boost in optimal range and weapon's accuracy. (say 5-10-20% for each tier. duration 1 min then 1.5 then 2 minutes. Cooldown of 3 minutes. Linked skill(s) reducing cooldown so you can reach 2 minutes cooldown.)
Overloading chip : Similar to EVE's system, would overload every module on the suit. Boosting by X% every attributes given by non-active modules. (amount of shield for extenders, rep rate, regen rate, biotics, weapon upgrade, weapons) But would degrade those at the same time. => Exemple, you start with all your fit at 0% bonus. Launch basic overloading chip => +5% bonus to all modules => end of cycle, every modules is now -5% compared to basic stats. => Cooldown over, launch basic overloading chip => Get back to +5 bonus.
Every tier would raise bonus and malus. maybe skills could lower kickback.
I think i could keep on finding stuff whole day so i'll just stop right there ^^ |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 13:13:00 -
[2] - Quote
Garrett Blacknova wrote:Equipment is a whole selection of items which you have to equip in place of your weapon and activate manually, most of which have some form of ammo count as a restriction on their use.
Modules wouldn't have ammo limits, but would instead have cooldowns - and possibly use a certain amount of capacitor charge if such a system is added (possibly coming for vehicles, no confirmation I know of for Dropsuits). Kind of like active modules in vehicles do now.
Another important difference is that you can activate a module, and it just constantly does its thing while your weapon is still in your hands, free to be used at the same time.
I dont see any reason why some equipment couldnt work on an active pattern. Or passive as a matter of fact. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 14:08:00 -
[3] - Quote
Garrett Blacknova wrote:Laurent Cazaderon wrote:Garrett Blacknova wrote:Equipment is a whole selection of items which you have to equip in place of your weapon and activate manually, most of which have some form of ammo count as a restriction on their use.
Modules wouldn't have ammo limits, but would instead have cooldowns - and possibly use a certain amount of capacitor charge if such a system is added (possibly coming for vehicles, no confirmation I know of for Dropsuits). Kind of like active modules in vehicles do now.
Another important difference is that you can activate a module, and it just constantly does its thing while your weapon is still in your hands, free to be used at the same time. I dont see any reason why some equipment couldnt work on an active pattern. Or passive as a matter of fact. If the equipment slot is where active modules go, then shield tanked Heavies won't have access to shield booster modules, or armour hardeners if/when they add them. Equipment is for equippable items that you hold in your hands. Modules are activated instead of being equipped. I wouldn't object to equipment that operates like an active module, but at least some of these suggestions would be better suited to a different system. You could maybe replace the grenade slot with an active module, so you hit L2 to turn it on/off.
Oh but i didnt mean to have all active stuff requiring an equipment slot either mate ^^ Just, based on what the module does, some would fit more an equipment slot.
Such as an actual active scanner you would only need to activate, not hold in hand. (honestly, this equipment would work a lot more like intended this way). Or the X-ray scanner, or Anti-personnal webifier or radar jammer suggested by OP. All sound more like equipment, no matter active or not.
To me, equipment doesnt necessarily mean you need to hold it in hand. Just that its not suit integrated but more like stored in your belt's pocket
But considering all the active shield boosters, biotics, armor rep i or the OP suggested ... of course they would use regular low and high slots. No debate there. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 23:33:00 -
[4] - Quote
let's maybe evolve this thread into a gathering of discussed suggestion ? too bad you didnt reserve any post in order to have some room. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.14 10:16:00 -
[5] - Quote
Good to hear from you Wolfmann !
And even better to hear about equipments working as active modules. Outside of classic module that could have active versions, equipment allow for a wider pannel of things to implement imo. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1170
|
Posted - 2013.03.07 14:16:00 -
[6] - Quote
bumping that thread which suggestions could add a very interesting layer to the gameplay. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1175
|
Posted - 2013.03.07 19:00:00 -
[7] - Quote
Goric Rumis wrote:Garrett Blacknova wrote:You could maybe replace the grenade slot with an active module, so you hit L2 to turn it on/off. I've been wanting this for a while. It would be great if we could sacrifice the grenade slot to instead add a piece of highly situational (i.e., you have to be quick) equipment. The equipment/weapon-switching process can be cumbersome in the middle of a firefight. Even being able to put the nanite injector in the grenade slot would be a big improvement, so you don't have to switch out your weapon. It shouldn't be that hard to whip out your nanite injector with one hand, pop it into a soldier's chest, stand right back up and keep fighting off the enemy. Of course, there's a point to a heavy (and potentially other future suit types) not being able to have equipment, so we'd have to be careful what we allow in the grenade slot.
Same goes with any equipment slot. Just hold R2 and activate the equipment. Much like it works for vehicles
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1182
|
Posted - 2013.03.08 00:03:00 -
[8] - Quote
i was talking about active module that could be fitted or used just like any other one for vehicule.
Hold R2, select active module with wheel, let go of R2. Module doest its magic and then goes to cooldown mode.
Repeat to activate again once cooldown is over. Maybe skills linked to those modules could affect cooldown or activation time lenght. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1182
|
Posted - 2013.03.11 10:52:00 -
[9] - Quote
monday bump.
So what ? i find it hard to believe that no new players find that suggestion interesting ? Why vehicle should be the only ones to have active modules ? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1186
|
Posted - 2013.03.11 14:18:00 -
[10] - Quote
trollsroyce wrote:Definitely a pursuable line of design.
CPU and PG requirements of such modules should be carefully considered, and implementing the modules could take place with a general module rebalance initiative.
One possible way to implement them would be to have them take an equipment slot (as the interface mechanic is already tied to there). In this case, the balancing should be considered from the point of view of equipment slot layout on suits.
Another possible expansion would be to tie the active modules to suits with module bonus from SP, e.g. Assault V = 37,5% more active shield hardener strenght.
Combining the two, some ideas for active module dropsuit perks: - logistics suit could have Repairer+Injector bonus (these should be one tool!) - assault Shield / Armor Hardener bonus (module that reduces damage taken, damage type specific) - heavy "Stance Solidifier" bonus (module that reduces sway from hits taken, long duration active) - scout Personal Cloaking Device duration bonus
I'm not really that worried about balancing the whole thing. And in fact, i'd say it would be better for those active modules to be set up on high and low slots. I'll explain :
- If you put those on equipment slot, chances are that many people will lone wolf even more, favoring the use of an active module that will further booster their performance over a nanite injector or ammo.
- On the other hand, when one would decide to give up a complex shield extender in order to add an active module that would, say, boost accuracy of their weapon for 30 sec. It's a different bargain, you clearly decide to have lower health for a good boost in accuracy that will last a short amount of time and then cooldown. So, it's pretty much the type of balance we have now : Complex damage ? Complex shield ? Else ?
But, i agree that CPU\PG requirements would need much much attention. |
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