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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
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Posted - 2012.11.15 21:05:00 -
[31] - Quote
Wow, i've read this stuff before and commented often so I'm glad CCP is looking into this stuff. I love the energy burst Idea - one more reason to tank shields and run into a group with a suicide bomb as well :) oh, fun times.
I agree with misdirection tactics, and the use of sacrificing passive gains for a single burst in an emergency. Plowing shields into a repper for faster repair at the expense of the logi, or forming shields are all things I have supported and continue to believe would make play far more interesting and unique - and hard to counter. But that is part of the fun, oh and horray for infantry only maps (weely post)! |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.15 23:32:00 -
[32] - Quote
Nicol Bolas Planeswalker wrote:Anti-gravity module: Temporarily allows user to levitate. Could be an easy solution for all the jet pack talk we see here. Snipers like myself certainly won't abuse this. Not if you want the option of crouching to steady your aim you won't... |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
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Posted - 2012.11.15 23:32:00 -
[33] - Quote
I really want a Dystopia style cortex bomb module, activate to prep for explosion, get badly hurt to trigger countdown. |
EnIgMa99
Imperfects Negative-Feedback
219
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Posted - 2012.11.17 14:31:00 -
[34] - Quote
Something to make you jump slightly higher, grapling hook or jet pack boost or something. you know something to help you get to inaccesable areas |
Firestorm Zulu
Crux Special Tasks Group Gallente Federation
158
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Posted - 2012.11.17 15:26:00 -
[35] - 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.
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.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.11.17 22:15:00 -
[36] - 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. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
392
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Posted - 2012.11.18 02:30:00 -
[37] - Quote
i want to have an ammo regen mod. activating it drains your shields completely and diverts the power to a bunch of nanites, or whatevers in a nanohive |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.11.18 08:29:00 -
[38] - Quote
This is for down the road when we have more than one type of planet. Compensator Module Temporarily compensates for the extremes of non-terran environments allowing its user to move as if under terrestrial norms.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.11.20 18:56:00 -
[39] - 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 |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.11.25 01:33:00 -
[40] - Quote
modules to allow alternative movement. All high slots with good sized fitting needs, so they are a play style choice or special purpose loadout. Not something every body uses all the time.
Wall clinging: to climb sides of buildings slowly wing suit: to glide jump pack: that boosts jump height, not a jet pack that allows flight, uses more stamina per jump reaction thrusters: allow turning and direction change in flight like some arena shooters auto impact dampner: like the one from falling, but works when hit by vehicle and turns on by itself when falling. strafe booster: raises strafe speed, uses stamina like sprinting, allows firing while sprint strafing.
Equipment rope ladders: add a deployable ladder down from somewhere tall. This would let scouts with mobility modes get up somewhere then deploy this to let the rest of squad follow. A variant of nanohive that works in a radius around user when activated instead of deployed |
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Sleepy Zan
Internal Error. Negative-Feedback
2049
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Posted - 2012.11.28 00:17:00 -
[41] - Quote
KAGEHOSHI Horned Wolf wrote: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.
I actually would like to see a way to hack the enemy's battle net to cause these, maybe by boarding the enemies MCC somehow . |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.01.12 23:28:00 -
[42] - Quote
I have a thread on a related theme regarding a new type of Proto Repair Tool. Anyone interested please take a look.
Cheers, Cross |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.12 23:44:00 -
[43] - 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. |
Zekain Kade
BetaMax.
931
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Posted - 2013.01.12 23:46:00 -
[44] - Quote
Fu=ck no, this is the bullshit that ruined Halo, I would drop this game instantly if this showed up here. |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.01.12 23:53:00 -
[45] - Quote
Zekain Kade wrote:Fu=ck no, this is the bullshit that ruined Halo, I would drop this game instantly if this showed up here.
CCP wrote: [REQUEST/IDEAS] Active dropsuit modules ("superpowers") Update: The design team has a similar list and devs will be be responding to the thread discussing this here.
Source |
Jackof All-Trades
Bojo's School of the Trades
79
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Posted - 2013.01.13 18:07:00 -
[46] - Quote
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
Is there... A flying module?
Huh. I make a joke and it suddenly makes sense.
OP, I love the idea of superpower modules. I've always liked to think the monocle in EVE Online and similar visual implants would allow you to see great distances and all this is only the next step as I see it. |
J'Jor's Heir
KILL-EM-QUICK RISE of LEGION
1
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Posted - 2013.01.13 21:15:00 -
[47] - Quote
I don't think thy should be regarded as super powers but rather short bursts of an ability a passive module gets, at a higher intensity but with the drawback of activation and a cool down time. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.01.14 01:05:00 -
[48] - Quote
J'Jor's Heir wrote:I don't think thy should be regarded as super powers but rather short bursts of an ability a passive module gets, at a higher intensity but with the drawback of activation and a cool down time. That's a pretty accurate description really. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.14 10:30:00 -
[49] - 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? |
Thranx1231
CowTek
90
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Posted - 2013.01.14 10:52:00 -
[50] - Quote
No.
League of Heroes is three web sites to the left. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.14 11:12:00 -
[51] - 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
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Posted - 2013.01.14 11:28:00 -
[52] - 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. |
Takahiro Kashuken
Intara Direct Action Caldari State
102
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Posted - 2013.01.14 11:37:00 -
[53] - Quote
Shield booster repair shields not increase shields
Anti personnel should be a weapon tbh if it works like that |
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.15 08:48:00 -
[54] - Quote
Listen, just let scouts go invisible for stamina over time. However, like other popular shooters you may have played, you are only 100% invisable while moving slowly, after pressing triangle. And attacking or getting hit should drop the cloak. as long as your visible for 5 seconds between shots I think it would be fair. |
Terry Webber
Gothic Wars Consortium
35
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Posted - 2013.01.21 02:54:00 -
[55] - Quote
How about the ability to temporarily listen in on communications if players are using mics (has a cool-down)?
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.21 05:25:00 -
[56] - 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. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1170
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Posted - 2013.03.07 14:16:00 -
[57] - Quote
bumping that thread which suggestions could add a very interesting layer to the gameplay. |
Goric Rumis
Amarr Templars Amarr Empire
94
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Posted - 2013.03.07 17:05:00 -
[58] - Quote
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. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1175
|
Posted - 2013.03.07 19:00:00 -
[59] - 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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Goric Rumis
Amarr Templars Amarr Empire
94
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Posted - 2013.03.07 20:10:00 -
[60] - Quote
Laurent Cazaderon wrote: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 I guess the big one for me really is the nanite injector. The other equipment is fairly reasonable, but having to switch, hit the button, and switch back seems unnecessary. |
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