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. |