Kazeno Rannaa
Seraphim Initiative. CRONOS.
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Posted - 2012.12.16 19:32:00 -
[1] - Quote
Wow. The idea of skills to increase your bleed out time and being able to squeeze out the rest of the clip as you are bleeding out is a great idea. I remember pre-CODEX taking down a few people unaware of my death-throws.
We could look at it as a great way to immerse players, and also make the battlefield a little more dangerous (i.e., entertaining). EDIT: The bleed out skill could start of with a base bleed out time of 10 seconds with the first tier skill adding 5% per level ( making it 12.5 seconds at lvl 5) and the proficiency adding the standard 3% for a total of a 40% increase (i.e., bleed out could be maxed out at 14 seconds).
What about also introducing a skill that not only increases your bleed out time, which could also increase your toughness/resistance to being "finished off" (or maybe two separate skills there would be better), but also a skill that could increase your death-throws accuracy. Kind of think of it as the sway off the sniper rifles; the more skill the less erratic the random movement of your cross-hairs as you are in the process of bleeding out. Say a 5% reduction to the random sway per level of regular skill with it also having a proficiency their that would work much like the weapon proficiency skills and give you a further 3% per skill level. That would allow you up to 40% reduction and make you one hell of a dangerous person to drop at close range.
The idea about a "hull" for the Duster clones I have been contemplating for some time. It should be a base of say 25-35 points (the low end being the scouts, with the high end being heavies? maybe?) and then a skill (let's call it Merc Toughness) giving a 3% increase to the "hull" capacity of the clone, with the proficiency tier giving an additional 2% per level (total should be 25% increase which on the low end would give an extra 7 points to the clone's "hull" while on the high end it could give another 9 points. This would allow for the necessary "kill shot" while also not allowing for it to create a terrible imbalance between players. That would put the max range of the "hull" between 32 and 48/49 points, which would equate to 1-2 rounds from most weapons we have now.
Maybe this should be moved to feedback/suggestions sections |