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charlesnette dalari
Creative Killers
186
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Posted - 2013.04.17 23:22:00 -
[1] - Quote
I have seen a lot of people suggest multiple grenade slots but I think a better suggestion would be an existing lore based solution. Having a grenade that can be any yield type you want but you must select its type before throwing it effectively solves the single grenade slot problem with less DEV coding while maintaining balance and it is based on existing lore.
You can find the multi spectral grenade in existing lore that i am referring to here
http://wiki.eveonline.com/en/wiki/Multispectral_Grenade
A multispectral grenade is a weapon whose function and impact level is chosen upon activation.
Like starship weapons, it has four main damage types: kinetic, thermal, electromagnetic and explosive. In order, these cause shockwaves, fires, electric disruptions, and classic bangs. A fifth damage type, optical, distorts light and seriously disorients anyone whose optic nerves pick up the signals.
The different levels of multispectral grenades mean that they can be used variously to slow down pursuers, create momentary distractions, cause intense damage to people and machines, or even kill anyone in the vicinity.
So what are your thoughts on this rather than multiple grenade slots and your thoughts on its implementation?
I think having to select the grenade type adds to balance since even though you will be able to use any grenade type in the existing single slot system the time it takes to select the type of yield you get balances against the person who just equips a single purpose grenade.
I like this solution more than just adding multiple grenade slots since I would think it would be easier to implement than all the coding work of more slots and it adds far more flexibility for the mercs.
You could even tie what yield you can select based upon the skill level in grenades such as you can only select explosive yield at level 1 and electromagnetic at level 2.
As far as the mechanic of selecting the yield since there are 4 types past explosive my idea of how to select yield would work as follows...
You would throw it selecting explosive yield exactly the way we throw and cook grenades now. To throw any other type you would start by holding the throw grenade button like you were trying to cook an explosive grenade and while cooking the grenade you would hit either 0, X, or square (or some other secondary buttons if people dislike those). The cooking of the grenade no matter the type works the same except that any yield type other than explosive the cooking time begins from when you press the secondary button for what type yield you want. That way if you don't want to cook a thermal grenade you just release the throw grenade button right after hitting the secondary button (or hold it longer to cook the thermal grenade)
If you guys have any other ideas for how you think this mechanic should work share it. If people like this idea I will put it in suggestion/feedback section but I first wanted to see if people liked this idea better than multiple grenade slots. |
Necrodermis
GunFall Mobilization Covert Intervention
478
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Posted - 2013.04.17 23:23:00 -
[2] - Quote
i like it. |
Lord-of-the-Dreadfort
The Lions Guard
19
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Posted - 2013.04.17 23:26:00 -
[3] - Quote
as it is part of the lore, i fully condone this +1 to the OP for finding this
would solve SO many problems for people.
tankers MAY have a problem with everyone insta-switching to AV, so it should be an aditional grenade type with extra skills and an increased price requirment (no militia......EVER) |
charlesnette dalari
Creative Killers
187
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Posted - 2013.04.18 00:02:00 -
[4] - Quote
Lord-of-the-Dreadfort wrote:as it is part of the lore, i fully condone this +1 to the OP for finding this
would solve SO many problems for people.
tankers MAY have a problem with everyone insta-switching to AV, so it should be an aditional grenade type with extra skills and an increased price requirment (no militia......EVER)
I agree that this should be something that takes skill to use and the price of each grenade should be much higher as well since they can be any type you want. |
Logi Bro
Eyniletti Rangers Minmatar Republic
1227
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Posted - 2013.04.18 00:05:00 -
[5] - Quote
This kinda removes the point of specializing. ARs already make people one-man armies, no need to give them another tool that does everything in the palm of their hand. I'm going to have to vote no. |
charlesnette dalari
Creative Killers
188
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Posted - 2013.04.18 02:59:00 -
[6] - Quote
Logi Bro wrote:This kinda removes the point of specializing. ARs already make people one-man armies, no need to give them another tool that does everything in the palm of their hand. I'm going to have to vote no.
CCP has already said they are going to likely give us multiple grenade slots at some point. My solution would be actually more balanced than that since it would require an extra step to pick the grenade yield type and limit ammo.
With just multiple grenade slots you just put one AV and one explosive grenade in each slot. Another negative of extra slots versus this is that mercs now have twice as many grenades they carry without reloading. My solution solves the number of grenades you have without reloading since its 1slot as well as I suggested you can tie a skill into it which again is different than just adding grenade slots to drop suits.
So actually you are more concerned with a mercs being able to select a grenade yield type and think that's more game breaking than having potentially 2 times the ammo or more with multiple slots?
None of these grenade yields are "AV" grenades anyway they are just different damage types so no homing in on tanks as per the lore description. Some people probably would not like the not homing in to Vehicles we have with AV nades Now so you could actually have an infantry and an AV multi spectral grenade if you wished to add the homing in on vehicles. Or leave it as its described without specific AV homing although it would still damage vehicles as is just not lock on. |
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