Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
The Cabalist
The Nommo Insurance Fraud.
1
|
Posted - 2013.03.05 02:51:00 -
[1] - Quote
Greetings fellow mercs and possible sociopaths.
I am The Cabalist and this is my very first message to you and to the people who make things happen. I had a few ideas that would be of possible use and after speaking to a long time veteran Mike Molle and worked in tandem with him to help balance the ideas and keep them in theme with the lore and myths of the universe.
First idea.
Color coded squads on the HUD and on the team roster page. Instead of your squad always showing up as GÇÿgreenGÇÖ your squad will show up as the color they are assigned whe they join a battle.
Squad 0 - Yellow Squad 1 - Purple Squad 2 - White Squad 3 - Green Unassigned to squad - Standard issue Blue
Enemy - Red
This will also in the future be of massive use to the Battle Commander as he can issue verbal commands. GÇ£Yellow Squad take objective B. Purple squad flank left and support Yellow.GÇ¥ And at a glance everyone involved knows who is where and so on.
Also when you bring up the team roster page the MercGÇÖs name is highlighted in the color of their squad.
As it stands each and every suit is just a minor variation of a combination of Shields Armor and speed and assorted inventory slots. There is nothing to make each of the GÇÿclassesGÇÖ unique and more dynamic and more fun for the merc.
After long discussion the idea is this. Standard and unique abilities granted to each type of suit.
All scout suits are designed for maximum mobility and infiltration of enemy bases assassination and data acquisition they are appropriately given GÇÿGecko Gloves/BootsGÇÖ as a standard part of the suit.
While crouching next to a vertical surface the surface the scout can begin to climb any sheer surface at the same rate as if climbing a ladder, while clinging to a wall they are capable of utilizing their weapon to take advantage of their ad hoc sniping roost or ambush location. The rate of stamina drain for using this action is on par with sprinting, and when stamina reaches 0 the grip is lost and the scout falls.
Assault Suits are issued standard Jump Jets. This allows the Assault user to make rapid lightning speed attacks and surprise ambushes on enemy positions. To initiate the jump jet the user must double tap X and this will give them a 10m burst of jump jet booster based on the trajectory of their cursor. Making use of the jump jet drains the users stamina to initiate. While in jump mode they are unable to fire their weapons until they land. Landing from such a high burst of velocity causes damage equivalent to the 10m fall plus any standard height differential from take off and landing. Users can optionally activate inertial dampeners to absorb the landing impact damage. Warning: Do not activate jump jets in enclosed areas or obstructions.
Logistics are masters of battlefield information processing to assist, support, and magnify the abilities of those around them. Appropriately their HUD interface should include the Shield, Armor and ammo status of those in their squad. Also when a squad member falls in battle their triage icon flashes in the appropriate color for that squad so that you can prioritize your nano injections. But the real strength of the Logistics suit is the Active Radar built in as a standard piece of equipment accessible on the equipment wheel. Use of the Active radar increases sensor range and precision, relaying that information to the team while it drains stamina at sprinting rate. The downside of knowing the position of every enemy in your vicinity is that you become brightly lit on their radar as well.
Heavy suits are designed to be masters of damage mitigation, taking the damage so that their team mates donGÇÖt have to. As such Heavy suits have access to the special weapon GÇÿHeavy ShieldGÇÖ This heavy shield is literally a modified armor panel designed for a HAV and given a compact shield generator and handle for the heavy to carry. While using the Heavy Shield the heavy suit operator is limited to utilizing in tandem their sidearm weapon. While using the shield in the GÇÿHold ShieldGÇÖ position it provides mobile cover and damage absorption directly in-front of the heavy. as the damage accumulates on the shield it fatigues the userGÇÖs servo capacitors until they canGÇÖt properly stabilize it in front of them anymore. This drain on stamina at the rate of 2% of the damage received. When stamina is fully drained the shield is lowered removing the protective barrier. The shield itself can be used as a blunt melee weapon draining 50 stamina per swing
|
The Cabalist
The Nommo Insurance Fraud.
1
|
Posted - 2013.03.05 02:52:00 -
[2] - Quote
Racial Variants of the suit classes:
Each of the races has certain propensities that show themselves in the design of their equipment and its use. So to keep with the established lore these are the racial variants that seem most appropriate and most balanced.
All suits follow the standard progression and base line given by the standard/advanced/prototype any racial variation are in addition to the baseline and do not cost additional PG/CPU and are unaffected by stacking penalties as they are built into the suits design and the appropriate racial variant suit skill applies.
Assault Suits.
The Amarr - Sprint Dash Melee Attack
After making some innovative and unusual modifications to the jump jets available to all assault suits the Amar have given their suits the ability to make a unique dash melee attack. To use sprint and initiate a melee attack and the jump jets will activate in a short burst shooting the user forward with incredible velocity. STD: 5m dash ADV: 10m PRO: 15M
Caldari Assault Variant - Built in Shield regulator module
Caldari having applied their considerable knowledge of shield harmonics have created a variant suit that has a shield regulator built in as standard part of the suits functionality. Reducing shield recharge delay by STD: 10% ADV: 20% PRO: 25%
Gallente - Built in armor repair module
STD: 2hp ADV: 3hp PRO: 5hp
Minmatar - Dual Wield Sidearms use. Max ammo cap STD: 5% ADV: 10% PRO: 20%
By replacing the light infantry weapon with an additional sidearm the Minmatar variants goes for increased short range firepower. Making use of customized auto targeting, and corresponding smart software controlling the stabilizing servos in the arms of the user. Wielding two weapons simultaneously the ability to ADS is lost. Triggers fire corresponding weapon. Double reload times and double recoil penalty apply as well.
Scout Suit Variants
Amarr - Built in Damage mod STD: 3% ADV: 5% PRO: 10%
Caldari - Built in Precision Enhancer Mod STD: 10% ADV: 15% PRO: 20%
Gallente - Built in Profile Damper Mod STD: 15% ADV: 20% PRO: 25%
Minmatar - Dual Wield Sidearm. Max Ammo Increase STD: 5% ADV: 10% PRO: 20%
Logistics Amarr - Bonus armor repair while using repair tool. STD: 10% ADV: 15% PRO: 25%
Caldari - Built in Shield Extender Mod STD: 22hp ADV: 33hp PRO: 66hp
Gallente - Built in Armor Plate Mod STD: 65 hp -3% move ADV: 87hp -5% move PRO: 115hp -10% move
Minmatar - Sidearm slot. Dual Wield Ability Max Ammo bonus STD: 5% ADV: 10% PRO: 20%
Heavy
Amarr - Increased Melee Reach 50% Increased base Melee damage 25% Built in Myofibril Stimulator Mod STD: 15% ADV: 25% PRO: 50%
Caldari - Built in Shield Recharger Mod STD: 15% ADV: 25% PRO: 42%
Gallente - Built in Cardiac Regulator Mod STD: Stamina 25% Recovery 50% ADV: Stamina 80% Recovery 80% PRO: Stamina 100% Recovery 100%
Minmatar - Gain equipment slot, Lose sidearm. Built in Kinetic Catalyzer Mod STD: 5% ADV: 8% PRO: 12% |
The Cabalist
The Nommo Insurance Fraud.
1
|
Posted - 2013.03.05 02:52:00 -
[3] - Quote
Picture this and allow your imagination to take control of your implant and booster ridden mind
Creeping from rock to rock, crouched hidden to all but the most sensitive of sensors a figure makes his way towards distant lights. As he slinks forward watching his sensors for the slightest ping. He stops suddenly and raises his sniper rifle and peers through the scope. GÇ£Hicks, Enemy checkpoint ahead, sirGÇ¥ reports the scout to his squad leader GÇ£orders?GÇ¥ he asks while relaying pertinent data on enemies spotted.
GÇ£Apone, climb up the backside of the building, take out the sentry watching the road, make it quietGÇ¥ comes the order. The scout replies GÇ£Affirmative.GÇ¥ while he sneaks his way around the back of the building. Crouching low, he takes a moment to size up the wall before activating the gecko field on his boots and gloves. Placing a hand against the plasteel reinforced wall he begins his ascent.
GÇ£Riggs, Murtaugh, Form on me, once the scout has taken the sentry down we will breach the checkpointGÇÖs control room. Riggs, bring your shield youGÇÖre on point, Murtaugh, bring flux grenades and keep Riggs on his feet. Gentlemen, this will be a tough raid, remember your training.GÇ¥
Grabbing the edge of the roof the scout pulls himself up and draws his nova knives from his hip. As he approaches the sentry he squeezes the hilt beginning the plasma charge on the blade. The charged nova knife slits the sentryGÇÖs armor and throat throat quickly and quietly. GÇ£Tango down, move in. TheyGÇÖre Amarr Irregulars, sirGÇ¥ he reports. Taking the sentryGÇÖs position affords him sight over the entire compound and troop movements. Bringing up his rifle to the ready he looks into the control room and relays the data to his squad.
Following the path laid out by the scout the squad is able to approach unseen to the checkpointGÇÖs control room. As the heavy stands ready at the door with his heavy shield and smg. He nods to the logistics as he lowers his assault rifle to hack the door controls. GÇ£Door breach in 3...GÇ¥
As his squad gets ready the assault makes his way to the side of the building with the largest window, the same one the scout is scoping. Calculating the height of the window and angle needed he backs up and begins running full tilt at the wall. GÇ£2GÇ¥
GÇ£Hack complete.GÇ¥ reports the logistics as he pops the pin of the flux grenade. As the door begins to slide open just enough he rolls the grenade through the door. GÇ£1.GÇ¥
The dazzling flare of EMP overwhelming electronics and shields not hardened to that frequency almost overwhelms the shout of GÇ£GO!GÇ¥ over the coms. The thick bullet resistant window explodes inwards from the scout sniperGÇÖs charged shot. The sprinting assault leaps and slaps the jumpjet control at his hip and flies upwards at the gaping window.
The heavy bursts through the open door of the control room his shield upheld while his smg roars in the confined space. The enemies in the control room fire a withering non stop volley of fire in return. Plasma pits and scores the polycrystaline plate but doesnGÇÖt hit the heavy or the logistics behind him. Just as the enemy is forced to reload the assault comes flying in through the window, forgoing his kinetic dampeners to unleashing twin gouts of hot plasma death from his paired smgs into the enemy squadGÇÖs backs the room is cleared in seconds.
Outside on the roof across the way the scout starts picking off the control roomGÇÖs reinforcements in the next room.
Standing ankle deep in dead clones the Logistics finishes his repairs of the assaultGÇÖs dropsuit. The assault calls it into the commander, GÇ£This is Hicks, Checkpoint clear.GÇ¥ As they make there way out of the checkpoint the logistics finishes hacking the controls to lower the security field and allow the sensor masked LAVGÇÖs and HAVGÇÖs to make there way into the district.
Once the sounds of the friendly armored column becomes distant, the squad already enroute to next objective hears it. The faint sounds of dropships and RTVs bringing in heavy reinforcement to retake the checkpoint far behind them. Calling it in, the assault radios the OIC GÇ£Sir we have major activity behind us at the checkpoint.GÇ¥ the OIC replies almost immediately GÇ£Hicks, your squad has authorization for an orbital strike, make it count. The pilots are under heavy fire and canGÇÖt stay long. ItGÇÖs now or neverGÇ¥
The assault grins under his helmet and taps his wrist to bring up the satellite view of the battlefield...
|
Buster Friently
Rosen Association
59
|
Posted - 2013.03.05 03:14:00 -
[4] - Quote
Pretty well thought out.
My contention would be, make these the Tech 2 variants of their appropriate Tech 1 counterparts, or just add equipment/modules for the specialized functions.
naturally, if these were modules, that would remove the specialized roles that you're going for, but I think that would be better as the range of dropsuit types is likely to rise dramatically in the future, and you'd need a "special ability" for each new suit.
What you propose adds more flavor to the current 4 main suits, but there will be many suits soon, so the idea would be better implemented as equipment of modules or tech 2 variants.
|
Rachoi
HavoK Core
22
|
Posted - 2013.03.05 09:40:00 -
[5] - Quote
those are briliant starter ideas for it all, and i cant help but really enjoy that.]
the only downside i see is the Dual Wield of weapons, since so many would flock to the Minmitar stuff then, i think Dual Wielding guns should stay with CoD, maybe something else for the Minmatar.
the jump jets are a good idea that has been tossed around the forums, and i rather agree with them, because that would give assault users a way to actually dodge a fair bit of fire, if we could use those as an evasive dive to the side too.
as for the scout climbing... that could be both bane and boon, because it leaves them prone, but easily able to get to some rather high areas for sniping.
the Heavy Shield is a good idea, well balanced idea since it kills the HMG use while shielded from it. |
Rachoi
HavoK Core
22
|
Posted - 2013.03.05 14:56:00 -
[6] - Quote
this needs major bumpitude... |
The Cabalist
The Nommo Insurance Fraud.
4
|
Posted - 2013.03.05 23:56:00 -
[7] - Quote
in response to the concerns about Dual Wielding for Minmitar.
Sure people would flock to it at first because it just seems so darn cool. Well cool and effective are not always the same thing.
Dual wielded weapons would have a very short effective range due to the lack of scoping, the penalty to recoil causing a wider dispersal pattern and serious drainage on ammo stocks.
Ex: Minmitar Prototype Assault suit which grants Dual wield and 20% increased ammo cap
2 Ishukone Assault Submachine guns. 504 Max ammo X 2 (2 guns) X 1.2 (Proto bonus) = 1209.6
Assuming rank 5 skill in Sidearm Weapon Capacity add 25%
Total ammo 1500 rounds.
With 2 SMGs your firing rate is around 2000 rpm.
In short, you're only going to be able to shoot everything at short to medium range for less than 1 minute.
At best you approach HMG level damage dealing at half the range and with half the ammo in the clip.
Double reload time brings your reloading up to 6 seconds as well, not counting fast reload skills of course.
It's a flashy gimmick that works extremely well as a surprise and for in your face type situations.
|
The Cabalist
The Nommo Insurance Fraud.
4
|
Posted - 2013.03.06 00:10:00 -
[8] - Quote
Buster Friently wrote:Pretty well thought out.
My contention would be, make these the Tech 2 variants of their appropriate Tech 1 counterparts, or just add equipment/modules for the specialized functions.
naturally, if these were modules, that would remove the specialized roles that you're going for, but I think that would be better as the range of dropsuit types is likely to rise dramatically in the future, and you'd need a "special ability" for each new suit.
What you propose adds more flavor to the current 4 main suits, but there will be many suits soon, so the idea would be better implemented as equipment of modules or tech 2 variants.
Thanks I did spend a lot of time thinking them out at 3 am, with a serious synthcaf buzz going on.
When new suits come out, I always thought they would also receive a special ability of their own. Otherwise every suit is just a generic copy of the next with some slight cosmetic modifications and equipment slots.
They wouldn't feel like classes at all.
And regarding the soon to be released suits are they going to be entirely new classes or just variants of the 4 mains?
Modules would totally defeat the idea of each class being unique.
Unless there were a series of modules that were only class specific. Such for the scout suits, Gecko Glove/Boots module, Cloaking module, Hologram module ect. Heavies Heavy shield module, Armor repair droid module, Armor hardener module, Extra Ammo module. Assaults Jump Jet module, Shield Hardener module, Extra Grenades module, 3rd weapon module. Logistics, Active Radar module, Tractor beam module, ECM/ECCM modules, Sensor Jammer module.
But if this were the route to be taken it would add in a large number of new skills to have to spec into. Which may or may not be a bad idea.
|
kyan west
D3ath D3alers RISE of LEGION
18
|
Posted - 2013.03.06 02:35:00 -
[9] - Quote
You sure this is your first thread? +5 |
Meeko Fent
Kinsho Swords Caldari State
13
|
Posted - 2013.03.06 02:46:00 -
[10] - Quote
This is a good Idea, but I feel I like me Assault suit w/o being able to fly. Perhaps the Assault should stay its simple Infantry man self, as it is the Cheaps DS |
|
SickJ
French unchained corporation
48
|
Posted - 2013.03.06 03:07:00 -
[11] - Quote
The Cabalist wrote:... Dual wielded weapons would have a very short effective range due to the lack of scoping, the penalty to recoil causing a wider dispersal pattern and serious drainage on ammo stocks. ...
That's game balance for ya. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |