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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
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. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.29 02:45:00 -
[2] - 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: 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 crap of news about the game that I could get about the game on the dust515.org website. Actively doing things is always more fun than having it done for you passively. Personally, I would love to see the option to fit thermal imaging gear like that used in a tank, and some of the ideas you suggested were hinted at in the DevBlog that mentioned Command suits as AOE buffs and debuffs that they can provide.
Yes, I know they're supposedly called "Crusader" now, but I just can't take that name seriously. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.30 00:16:00 -
[3] - Quote
Hopefully crusaders will have active modules as well, instead of just passive ones. |
Governor Odius
Doomheim
177
|
Posted - 2012.10.30 00:59:00 -
[4] - Quote
Near as I can tell "active module" is going to mean "equipment" for infantry. |
WHz DS9899
Doomheim
136
|
Posted - 2012.10.31 00:19:00 -
[5] - 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: 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 crap of news about the game that I could get about the game on the dust515.org website. Actively doing things is always more fun than having it done for you passively.
The radar spoofing could be a equipment, and even then, a EM jammer would be cooler
I like this better for the berrier
Wall hacks are okay
last one is ******* stupid
the rest are cool. |
Captain-Awesome
Internal Error. Negative-Feedback
349
|
Posted - 2012.11.13 12:03:00 -
[6] - Quote
this could be good if done right
abuse could obviously be a problem and method of getting these would obviously mean giving an even greater advantage to those with the skill points to those who don't.
I hope ccp monitors the chain effect on weapons and game play these will have also, these types of items would be of most use in skirmish scenarios.
they should take up equipment slots or be attached to the suit to make the user look into purchasing other suits to add variety to their inventory.
cool downs should be present with limited amount of use (restockable) |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 12:53:00 -
[7] - 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 ^^ |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 13:05:00 -
[8] - Quote
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. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 13:13:00 -
[9] - 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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 13:18:00 -
[10] - Quote
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. |
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 14:08:00 -
[11] - 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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 14:21:00 -
[12] - Quote
Laurent Cazaderon wrote: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. Sorry. Didn't quite take your meaning the first time.
SOME equipment that functions like an active module, where you select it to toggle on or off, or where you activate it on a cooldown, would be great. |
Herpn Derpidus
Crux Special Tasks Group Gallente Federation
11
|
Posted - 2012.11.13 14:40:00 -
[13] - 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: 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.
do want |
Grenwal Hiesenberg
Shadow Company HQ
226
|
Posted - 2012.11.13 17:59:00 -
[14] - Quote
This thread has a good suggestion concerning active modules and how to add their function in game: https://forums.dust514.com/default.aspx?g=posts&t=44536&find=unread |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.13 20:13:00 -
[15] - Quote
Thanks for linking my post! |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.13 21:21:00 -
[16] - Quote
It seems we have very similar ideas, if you are interested in this thread, I would definetly check out the link to my thread above, where we also discuss capacitor and the control layout for making this work. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 23:33:00 -
[17] - 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. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.14 01:22:00 -
[18] - Quote
I mind of imagined active modules as being similar to the nanosuit abilities in Crysis, mixed with EVE's capacitor and cooldown.
As long as there are militia versions of the modules too, so it doesnt favor those with SP unfairly. |
DJINN Riot
63
|
Posted - 2012.11.14 03:34:00 -
[19] - 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: A module that fires a stasis web from the wrist of the player to temporarily slow down enemies hit.
Melee DMG burstl: A low-slot module that provides a larger increase to melee dmg than the passive booster but for a short amount of time. with a large cooldown.
Jumping modifier: A low-slot module that provides a very large, and very short increase to your jumping capabilities with a large cooldown.
(I would also like a passive module like this aswell, with a lower boost, but permanant.)
|
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CCP Wolfman
C C P C C P Alliance
105
|
Posted - 2012.11.14 05:22:00 -
[20] - Quote
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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Boss Dirge
Sanmatar Kelkoons Minmatar Republic
71
|
Posted - 2012.11.14 05:35:00 -
[21] - 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
You guys should also implement twice yearly free expansions too!
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.14 05:52:00 -
[22] - 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. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.14 05:52:00 -
[23] - 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
Good news, thanks for the heads up |
crazy space
ZionTCD Legacy Rising
879
|
Posted - 2012.11.14 07:12:00 -
[24] - Quote
Boss Dirge wrote: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
You guys should also implement twice yearly free expansions too! they are.... |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.14 10:16:00 -
[25] - 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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 14:02:00 -
[26] - Quote
DJINN Riot wrote:Melee DMG burstl: A low-slot module that provides a larger increase to melee dmg than the passive booster but for a short amount of time. with a large cooldown. You know we already have a range of stimulants that give a melee damage boost, right? Having an active module doing the same job we have equipment for would be kind of redundant... or if you used both together, might make melee Scouts OP. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.14 19:34:00 -
[27] - 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. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2012.11.14 20:18:00 -
[28] - Quote
I like these ideas. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.11.15 00:16:00 -
[29] - 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
crusader dropsuit modules? |
Nicol Bolas Planeswalker
Seituoda Taskforce Command Caldari State
102
|
Posted - 2012.11.15 03:32:00 -
[30] - Quote
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.
AV module inhibitor: Disable active modules of vehicles within x radius. This could easily be broken down to affect shield or armor tankers in particular.
Radar Spoof: Allows user to appear as a HAV, Derpship, LAV, etc. Acts as disinformation to force unnecessary tactic from enemy. Think squad of swarm launchers shows up to tackle Duvolle.....
Hammer of Thor: Allows user to throw grenades with extreme range and velocity.
Edit: Energy burst: Completely deplete shield and stamina to deliver a powerful close quarters energy burst. Could quickly end CQC dancing at the expense of leaving the user temporarily vulnerable. |
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RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
|
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
|
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
|
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
|
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.
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
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
|
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
|
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.
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
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
|
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 |
|
Sleepy Zan
Internal Error. Negative-Feedback
2049
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.01.14 10:52:00 -
[50] - Quote
No.
League of Heroes is three web sites to the left. |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
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
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
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
|
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
|
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)?
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
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
|
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
|
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
|
Goric Rumis
Amarr Templars Amarr Empire
94
|
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. |
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1182
|
Posted - 2013.03.08 00:03:00 -
[61] - 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 -
[62] - 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 ? |
trollsroyce
Seraphim Initiative. CRONOS.
200
|
Posted - 2013.03.11 12:58:00 -
[63] - Quote
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 |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1186
|
Posted - 2013.03.11 14:18:00 -
[64] - 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. |
Cross Atu
Conspiratus Immortalis
790
|
Posted - 2013.03.11 17:35:00 -
[65] - 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
Good general thinking IMO, the CPU/PG are going to be the key element regardless of other aspects. Tho for slot layout I'd suggest that be tied to function of the module itself to maintain proper balance. If Mod adds to dps then it's a high slot, if it gives better armor EHP then it's a low slot, etc.
This way not only is there a requirement for fitting the active mod but use of said mods is less likely to become broken via unintended consequences of multi-stacking the active mods with passive mods which contribute to the same overall effect (damage, defense, what have you).
0.02 ISK Cross |
trollsroyce
Seraphim Initiative. CRONOS.
201
|
Posted - 2013.03.11 17:54:00 -
[66] - Quote
The philosophy behind using equip slots would be to use module slots to build the frame of fitting: damage, armor, shield, radar. On that you'd put the active speciality.
Not saying it's better than EVE style trade offs on mid and lowslots, but it feels the most natural way to me after some thinking (passive slot, passive slot, important active slot).
A fitting line of thought would be "passive fit built to boost an active mod tactic, dualtank and gank variants of it". Low and mid could have equip slot boosting mods e.g. Repair augmentor... |
Cross Atu
Conspiratus Immortalis
792
|
Posted - 2013.03.11 18:34:00 -
[67] - Quote
trollsroyce wrote:The philosophy behind using equip slots would be to use module slots to build the frame of fitting: damage, armor, shield, radar. On that you'd put the active speciality.
Not saying it's better than EVE style trade offs on mid and lowslots, but it feels the most natural way to me after some thinking (passive slot, passive slot, important active slot).
A fitting line of thought would be "passive fit built to boost an active mod tactic, dualtank and gank variants of it". Low and mid could have equip slot boosting mods e.g. Repair augmentor...
I think I see where you're going with that, and it does make a fair amount of intuitive sense. My concerns with linking active mods to equipment alone are as follows.
1) That it would preclude certain active mods from consideration (due to given fitting combinations allowing for game balance to be broken). Tho this could be mitigated (perhaps dealt with completely) via the use of stacking penalties applied to mods that contribute to the same stat.
2) That it would inflate the value of the equipment slot itself thus skewing balance between the dropsuit classes causing Logi suits to gain undo power/effectiveness due to their high number of equipment slots (this is the larger concern of the two as rendering the value of 3/4 of the dropsuits semi-obsolete would be detrimental to the overall game). CPU/PG balancing could somewhat counter how far a Logi suit could stack active mods but Logi's already have some of the best CPU/PG out there due to their support role so if all active mods were bound to equipment slots this would still leave the other suits lagging behind.
Please let me know if I've overlooked/misunderstood something in your proposal.
Cheers, Cross |
trollsroyce
Seraphim Initiative. CRONOS.
201
|
Posted - 2013.03.11 19:21:00 -
[68] - Quote
The design of specific dropsuits is subordinate to big choices like active mod introduction, so judging them should not be done on current suits. The logi example is good though in that the suit has too big of an inherent advantage in fitting for active mod introduction.
Actually, this topic needs even more publicity NOW as CCP is designing the racial suit lines. The new suit balance needs to take active gear into account beforehand. |
Cross Atu
Conspiratus Immortalis
796
|
Posted - 2013.03.12 19:35:00 -
[69] - Quote
trollsroyce wrote:The design of specific dropsuits is subordinate to big choices like active mod introduction, so judging them should not be done on current suits. The logi example is good though in that the suit has too big of an inherent advantage in fitting for active mod introduction.
Actually, this topic needs even more publicity NOW as CCP is designing the racial suit lines. The new suit balance needs to take active gear into account beforehand.
I tend to look at balance within a paradigm of "does the new introduction extend what it present without breaking it" as new features/items that break current game functions have game wide balance implication essentially generating extra work as each new release then requires another full game balance sweep. So while I agree active mod introduction is a bigger issue than a specific dropsuit I do think that current game state (which includes certain dropsuits) is a greater issue than introduction of a new feature (be that active mods or something else).
Active mods need to be phased in very carefully, as (depending on the mod and implementation) they could heavily favor a given suit or play style. Equipment only active mods would favor Logi, mods that "feed" off of shields would favor the Scout due to fast regen. Mods that grant short bursts of high mobility would favor Heavies as they overturn a fundamental limitation of the class. Speaking of Heavies they don't really have equipment slot access so an equip slot centric active mod implementation would preclude their use by Heavy players game wide.
I wholeheartedly agree that as CCP moves toward the introduction of racial suit lines and gear variations keeping the implications of active mods in mind is vital for future balance.
thanks for the continuing discussion o7 Cross o7 |
trollsroyce
Seraphim Initiative. CRONOS.
201
|
Posted - 2013.03.12 21:53:00 -
[70] - Quote
Cheers, good topic.
I have a very idealist approach and look at iterating the big picture along specific choices; hard to come through with the overall picture oft |
|
Technical-Support
Internal Error. Negative-Feedback
35
|
Posted - 2013.03.13 04:43:00 -
[71] - Quote
cool lets add the same gimmick found in every other game to make DUST even worse. |
RINON114
B.S.A.A.
36
|
Posted - 2013.03.13 07:26:00 -
[72] - Quote
Technical-Support wrote:cool lets add the same gimmick found in every other game to make DUST even worse. Active modules like this exist in EVE already. They exist on vehicles now.
Instead of being sarcastic and trying to be funny, why don't you tell us why you feel they are a gimmick and also why you disagree with these "gimmicks" being any good. |
ChromeBreaker
SVER True Blood Unclaimed.
241
|
Posted - 2013.03.13 09:11:00 -
[73] - Quote
BOOSTERS!!
Injection of nanodrugadrenalineviagrasupersyrum.... something
1 use per clone gives a increase to a specific stat ( speed, recharge, dmg, strength, resists ) and then a crash/side effects to one or more other stats for a restricted time.
You cant resupply them, different variants and strengths. Prices respectively high .
Eg. Quafe Zero booster A-class: 25% boost to top speed, 25% penalty to stamina recharge rate. Lasts 30sec |
RINON114
B.S.A.A.
36
|
Posted - 2013.03.13 09:33:00 -
[74] - Quote
ChromeBreaker wrote:BOOSTERS!!
Injection of nanodrugadrenalineviagrasupersyrum.... something
1 use per clone gives a increase to a specific stat ( speed, recharge, dmg, strength, resists ) and then a crash/side effects to one or more other stats for a restricted time.
You cant resupply them, different variants and strengths. Prices respectively high .
Eg. Quafe Zero booster A-class: 25% boost to top speed, 25% penalty to stamina recharge rate. Lasts 30sec I like it, sounds cool. Would these be modules then or boosters like the passive/active SP boosters? It would be cool to see some more boosters there for both ISK and Aurum so we can have 24 hours of passive whatever, for a price of course.
Also might I suggest if boosters worked as I have described then active ones would simply appear on the weapon wheel, the same way they do on LAV's. |
ChromeBreaker
SVER True Blood Unclaimed.
242
|
Posted - 2013.03.13 10:20:00 -
[75] - Quote
RINON114 wrote:ChromeBreaker wrote:BOOSTERS!!
Injection of nanodrugadrenalineviagrasupersyrum.... something
1 use per clone gives a increase to a specific stat ( speed, recharge, dmg, strength, resists ) and then a crash/side effects to one or more other stats for a restricted time.
You cant resupply them, different variants and strengths. Prices respectively high .
Eg. Quafe Zero booster A-class: 25% boost to top speed, 25% penalty to stamina recharge rate. Lasts 30sec I like it, sounds cool. Would these be modules then or boosters like the passive/active SP boosters? It would be cool to see some more boosters there for both ISK and Aurum so we can have 24 hours of passive whatever, for a price of course. Also might I suggest if boosters worked as I have described then active ones would simply appear on the weapon wheel, the same way they do on LAV's.
Sorry didnt make this too clear.
Think of them like grenades. You select them, pull out the pin, and then bite a chunk out of your gun and run though a wall.
This is like how boosters work in EVE, forgot Dust had their own lol.
Could work like you get boosters now, or bought like a mod... id lean towards the mod style |
trollsroyce
Seraphim Initiative. CRONOS.
202
|
Posted - 2013.03.13 11:40:00 -
[76] - Quote
Boosters could well be an active module with one use per supply. "Berserk Pill" |
RINON114
B.S.A.A.
36
|
Posted - 2013.03.13 11:50:00 -
[77] - Quote
ChromeBreaker wrote:RINON114 wrote:ChromeBreaker wrote:BOOSTERS!!
Injection of nanodrugadrenalineviagrasupersyrum.... something
1 use per clone gives a increase to a specific stat ( speed, recharge, dmg, strength, resists ) and then a crash/side effects to one or more other stats for a restricted time.
You cant resupply them, different variants and strengths. Prices respectively high .
Eg. Quafe Zero booster A-class: 25% boost to top speed, 25% penalty to stamina recharge rate. Lasts 30sec I like it, sounds cool. Would these be modules then or boosters like the passive/active SP boosters? It would be cool to see some more boosters there for both ISK and Aurum so we can have 24 hours of passive whatever, for a price of course. Also might I suggest if boosters worked as I have described then active ones would simply appear on the weapon wheel, the same way they do on LAV's. Sorry didnt make this too clear. Think of them like grenades. You select them, pull out the pin, and then bite a chunk out of your gun and run though a wall. This is like how boosters work in EVE, forgot Dust had their own lol. Could work like you get boosters now, or bought like a mod... id lean towards the mod style I like the idea of having these as the current type of boosters we have now in Dust, just add some extra slots. OR the passive booster could be exactly that and be a passive skill that's enabled all the time for a certain time period. ISK versions would degrade very quickly, whereas Aurum versions would degrade slowly.
I do also like the idea for these just to be modules or boosters like in EVE, I just think more options for boosters (the Dust version) can only be a good thing for CCP. |
ChromeBreaker
SVER True Blood Unclaimed.
246
|
Posted - 2013.03.13 16:02:00 -
[78] - Quote
trollsroyce wrote:Boosters could well be an active module with one use per supply. "Berserk Pill"
Thats the ticket |
Cross Atu
Conspiratus Immortalis
809
|
Posted - 2013.03.13 19:09:00 -
[79] - Quote
trollsroyce wrote:Boosters could well be an active module with one use per supply. "Berserk Pill" +1 |
RINON114
B.S.A.A.
37
|
Posted - 2013.03.14 02:20:00 -
[80] - Quote
trollsroyce wrote:Boosters could well be an active module with one use per supply. "Berserk Pill" Do you propose a new slot in fitting? |
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Cross Atu
Conspiratus Immortalis
822
|
Posted - 2013.03.14 02:44:00 -
[81] - Quote
RINON114 wrote:trollsroyce wrote:Boosters could well be an active module with one use per supply. "Berserk Pill" Do you propose a new slot in fitting?
That's an interesting idea and may be a very viable way to address active mod balance in general. I am not sure what the coding side would require but adding "active slots" to the dropsuit lines could be very promising depending on how it was rolled out.
0.02 ISK Cross |
RINON114
B.S.A.A.
39
|
Posted - 2013.03.14 03:40:00 -
[82] - Quote
Cross Atu wrote:RINON114 wrote:trollsroyce wrote:Boosters could well be an active module with one use per supply. "Berserk Pill" Do you propose a new slot in fitting? That's an interesting idea and may be a very viable way to address active mod balance in general. I am not sure what the coding side would require but adding "active slots" to the dropsuit lines could be very promising depending on how it was rolled out. 0.02 ISK Cross I think the easiest way to implement this would be to make these modules as an existing fitting slot. Whether that is the best solution is open for debate but my own view is one of two options:
- Option one: Boosters fit into current slots depending on what they are. "Berserk Pill" could be an equipment slot as it would require "ammo" to use. Other boosters could be some kind of injector or pack that can be used on other peopl or yourself (if you've ever played Brink you may know what I mean). Shield boosters would take up high slots and work as they do in EVE and armour reps would do the same. Access to these would be through the weapon wheel.
- Option two: Boosters as "superpowers" work as the current in-game "Augmentations". These would have a limited time use and would fit into the two categories of active and passive boosters (which are already in the game). They would work similarly to how they work in option one, being selected from the in-battle weapon wheel. |
Cross Atu
Conspiratus Immortalis
823
|
Posted - 2013.03.14 03:45:00 -
[83] - Quote
RINON114 wrote: I think the easiest way to implement this would be to make these modules as an existing fitting slot. Whether that is the best solution is open for debate but my own view is one of two options:
- Option one: Boosters fit into current slots depending on what they are. "Berserk Pill" could be an equipment slot as it would require "ammo" to use. Other boosters could be some kind of injector or pack that can be used on other peopl or yourself (if you've ever played Brink you may know what I mean). Shield boosters would take up high slots and work as they do in EVE and armour reps would do the same. Access to these would be through the weapon wheel.
- Option two: Boosters as "superpowers" work as the current in-game "Augmentations". These would have a limited time use and would fit into the two categories of active and passive boosters (which are already in the game). They would work similarly to how they work in option one, being selected from the in-battle weapon wheel.
Option one is my current general frontrunner for the implementation of active mod in general (tho having a specific active mod slot is still an interesting concept to me it's by no means something I'm 'married to')
Option two is an intriguing concept that may open up some interesting options, either a wider AUR market for CCP or some ISK market options for those without AUR to make use of the augmentation slots (perhaps additions of both kinds?)
0.02 ISK Cross |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3158
|
Posted - 2013.03.14 04:36:00 -
[84] - 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. |
RINON114
B.S.A.A.
39
|
Posted - 2013.03.14 05:31:00 -
[85] - Quote
Cross Atu wrote:RINON114 wrote: I think the easiest way to implement this would be to make these modules as an existing fitting slot. Whether that is the best solution is open for debate but my own view is one of two options:
- Option one: Boosters fit into current slots depending on what they are. "Berserk Pill" could be an equipment slot as it would require "ammo" to use. Other boosters could be some kind of injector or pack that can be used on other peopl or yourself (if you've ever played Brink you may know what I mean). Shield boosters would take up high slots and work as they do in EVE and armour reps would do the same. Access to these would be through the weapon wheel.
- Option two: Boosters as "superpowers" work as the current in-game "Augmentations". These would have a limited time use and would fit into the two categories of active and passive boosters (which are already in the game). They would work similarly to how they work in option one, being selected from the in-battle weapon wheel.
Option one is my current general frontrunner for the implementation of active mod in general (tho having a specific active mod slot is still an interesting concept to me it's by no means something I'm 'married to') Option two is an intriguing concept that may open up some interesting options, either a wider AUR market for CCP or some ISK market options for those without AUR to make use of the augmentation slots (perhaps additions of both kinds?) 0.02 ISK Cross My thinking exactly. The Aurum market can definitely do with more options as personally I don't think I could justify paying real money to just lose something in battle, but I could easily justify spending money on something that is a little more permanent than an accidental death in skirmish, and I'm certain that I'm not alone here.
As for the idea of these "infantry jumper" modules: they need work and I'm not sure this is the discussion for them but my 0.02 isk is that the range is, well, ludicrously ridiculous as well as the cooldown. Maybe a jump of 10 meters and a cooldown of 60-180 seconds would be far more reasonable.
Back to the topic, I think both option one and two could work combined. We get more permanent stats as augmentations that give small boosts over long periods of time AND we have active boosters which give huge boosts and are used up in battle as either equipment or a new fitting slot. |
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