madd greazy
OSG Planetary Operations Covert Intervention
27
|
Posted - 2013.02.03 13:13:00 -
[1] - Quote
Jetpacks would be just plain awesome in dust.
I've heard people saying, "oh jetpacks willl make people think its a halo clone", and other cr*p like that.
just so everyone could be clear on this, Halo was not the first FPS with jetpacks! Also who cares what people think of other games, this is dust, not something else.
But seriously, what would be wrong with jetpacks?
There are many simple ways to avoid jetpacks becoming too OP. For starters, jetpacks will only be able to provide a certain amount of thrust. Thrust can be limited by several factors, one would be: The weight of a dropsuit, the heavier the dropsuit is, the slower it will accelerate with a jetpack. Therefore the suits type, sub-tybe and modules equipped will end up determining its overall weight.
In the favor of how CCP has run/sprint speeds set up, we'll say that the fastest suits would be inherently the lightest.
With 1 being the lightest and 4 being the heaviest, including suit sub-types:
1: Scout Type II: 7.8 m/s 2: Scout Type I: 7.7 m/s 3: Assault Type II: 7.1 m/s 4: Logistics Type II/Assault Type I: 7 m/s 5: Logistics Type I: 6.6 m/s 6:Heavy Type II: 5.5 m/s 7: Heavy Type II: 5.1 m/s
* This list uses the suits base stats.
So, with this system, lets get some hypothetical numbers in place. Using the average clone weight of 185 pounds and approximate (hypothetical) weights of dropsuits, we can reach a total approx. weight.
1 = approx. 300 pounds 2 = approx. 320 pounds 3 = approx. 350 pounds 4 = approx. 485 pounds 5 = approx. 400 pounds 6 = approx. 485 pounds 7 = approx. 550 pounds
* lets not forget that the drosuits are hydraulically assisted using internal sensors, to make it possible for a human to operate such a heavy outfit. ** Also these weights would not include potential armor plating, which would increase a suits weight and therefore reduce it's speed and benefit from thrust.
Jetpacks (strictly the module, not the effect on the dropsuit) can have different thrust levels depending on either meta/technology level, "jetpack operation" skill or a combination of the both. Lets say for example:
A basic Type I jetpack, should have approximately these stats:
Burn time: 6 seconds Thrust amount: 565 pounds of thrust Recharge time: 12 seconds (from 0) Move speed penatly: 3% Scan profile penalty : 10% (only during use)
* A proper PG and CPU cost can be determined later ** As well as a proper slot allocation
Having a thrust amount slightly higher than the heaviest available dropsuit in the game, would give the Type I Jetpack the ability to give said dropsuit a very small amount of lift while in use. Basically just a small amount of lift past the ability to hover in place. The lighter dropsuits on the other hand would gain a nice, jump and boost ability giving them the option to reach low buildings or rooftops from ground level, without having to climb deathtraps... i mean ladders.
The jetpack operation skill can be defined as strictly a prereq. for other types of jetpacks like the current dropsuit system. Whereas level one training only unlocks Type I suits, and level II training unlocks different variants of the Type I before becoming Advanced Tech.
A possible Type II variant could have increased PG cost for slightly higher thrust levels. Possibly less upward thrust, resulting in more forward thrust, or even a reduction in the move speed penalty from equipping the jetpack.
Perhaps a jetpack proficiency skill could be used to increase lift or burn time. Heck multiple jetpack skills could be utilized, modifying recharge time, burn time, thrust, even CPU/PG cost.
Jetpacks should be an equippable module, whether it is a high/low slot or equipment slot, they should only need to be activated by holding the x button after a jump to engage them for immediate lift.
Just some more notes as to why they couldn't get too OP:
1: There is nowhere on any of the maps you could get to with a jetpack, that you couldn't get to with a dropship. 2: Only the players willing the sacrifice a module slot as well as having the required amount of PG/CPU for a jetpack will be using them. 3: Heavies will only benefit by being able to jump the tiny obstacle they can't currently get over (not soar over you). 4: Having a jetpack equipped will actually slow down your move speed until activated. 5: Specialization will be required, as not every player will have the spare SP for a skill they may not always use. 6: Flying too high while taking fire may cause you to fall to your death after your jetpack runs out of boost. 7: Limit jetpack use so that it can not be activated after a certain amount of free fall time to avoid dampener activation or loosing of the ability to fire your weapon in mid-air. 8: Using a jetpack to fly and fire, will only be effective with certain weapons. 9: Flying targets can't maneuver quickly and are easy targets. 10: Jetpacks will only be useful in specific situations, like assaulting cap points or reaching sniper nests. 11: Jetpacks are fun :D
Feedback plus your own ideas are always ww |
madd greazy
OSG Planetary Operations Covert Intervention
27
|
Posted - 2013.02.03 19:13:00 -
[3] - Quote
Mobius Wyvern wrote:Tribes is a good game. This game does not need to be Tribes. If there are ever jetpacks of any type, no matter how hard CCP might try to balance them, they will eventually become required to compete and break the entire game. Better to just never even try.
With the right limitations and requiring a decent amount of skill points only specialized shock troops/squads will use them, as the SP investment will be too great to make it a must for every other player.
Along with the move speed reduction and scan profile penalty when activated, that i suggested, many scouts probably wont even use the jetpacks as they would impeded their scouting ability to some degree, unless all the want is that sniper nest location on a building top or something. |