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Skipper Jones
ZionTCD
139
|
Posted - 2013.06.18 22:29:00 -
[1] - Quote
Ideas for new equipment.
-Sensor Blocker- This droppable device blocks anybody from scanning friendly players within a given radius ( The higher the level the higher the radius and more carried). STD level could have 2 carried and one active at one time. ADV: could have 3 carried and 2 active at the same time. PRO: Could have 5 carried and 4 active at one time.
-Sensor: The active scanner is good, but it seems unnecessary to have to keep pulling it out to scan. The Sensor could be exactly like the Sensor Blocker, but instead of blocking it scans.
- Anti-movement trapper thingy (couldn't think of a name): About the size of a Remote Explosive, except when people walk near them they can't move for ~3 seconds. It's good for when you're getting chased and you want to get the extra shot on your pursuer
The more Equipment in means more roles on the battlefield. Please leave your ideas |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
164
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Posted - 2013.06.18 22:36:00 -
[2] - Quote
Skipper Jones wrote: - Anti-movement trapper thingy (couldn't think of a name): About the size of a Remote Explosive, except when people walk near them they can't move for ~3 seconds. It's good for when you're getting chased and you want to get the extra shot on your pursuer
The more Equipment in means more roles on the battlefield. Please leave your ideas
In EVE lore they're webifiers.
I like the ideas. E-Warfare is supposed to be in the future. Hopefully things like this get implemented.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
863
|
Posted - 2013.06.18 23:02:00 -
[3] - Quote
Auto-hacker: Placed or dropped on an objective. Will hack objective without player sticking around, but self-destructs once hack is complete. Can be destroyed like a nanohive, etc. Tier level and variants control things like hack-speed and number carried. Slower than regular player hack-speed at STD-level
Active Stimulant: An activated non-passive stimulant. Gives the mercenary varying larger boosts to Stamina, Sprint Speed, or Melee Damage that vary in duration in percentage based on tier and variant. After the boost expires, the player is in a withdrawal state where they neither regenerate stamina nor have their base movement speed. Withdrawal can be countered by either another injection (limited number carried) or death.
Shield Booster: Acts similarly to a vehicle shield booster, triggering shield regain by a large margin with activation. Animation and activation of ability takes at least 2 seconds. Module has a cooldown timer, and an upper limit on number of uses (it can't be used infinitely like a vehicle module). Slotting booster equipment module will remove or cripple existing suit shield regen - effectively replacing it.
TACNET Hack: Deployed like a nanohive, etc. at any enemy controlled piece of equipment. Will cause their tacnet system to randomly give incorrect hacking notices to team (enemy objective being hacked when it is not, friendly objective being hacked when it is not). Tier impacts scale of issues (one periodic message vs. several at once), type of warnings (railgun installation vs. null cannon), etc. Will show up on an active scan.
Decoys/Mimics: Come in multiple varieties and variants, depending on tier. Include audio mimics, which generate gunfire and other infantry noises emanating from a give location (simple, the sort of thing you could accomplish with a tape recorder in real life). Also include more complicated decoys that will show up as a red-dot/enemy on their tacnet, with limited movement within range of the dropped equipment. Only the highest tier will provide holograms (phantom red-dot on tacnet doesn't necessarily have anything but the module on the ground). |
Draco Cerberus
Purgatorium of the Damned League of Infamy
130
|
Posted - 2013.06.18 23:16:00 -
[4] - Quote
Drop: various attribute boosting drugs that are used up over a period of time and have side effects |
Skipper Jones
ZionTCD
140
|
Posted - 2013.06.18 23:28:00 -
[5] - Quote
Zeylon Rho wrote: Auto-hacker: Placed or dropped on an objective. Will hack objective without player sticking around, but self-destructs once hack is complete. Can be destroyed like a nanohive, etc. Tier level and variants control things like hack-speed and number carried. Slower than regular player hack-speed at STD-level
Active Stimulant: An activated non-passive stimulant. Gives the mercenary varying larger boosts to Stamina, Sprint Speed, or Melee Damage that vary in duration in percentage based on tier and variant. After the boost expires, the player is in a withdrawal state where they neither regenerate stamina nor have their base movement speed. Withdrawal can be countered by either another injection (limited number carried) or death.
Shield Booster: Acts similarly to a vehicle shield booster, triggering shield regain by a large margin with activation. Animation and activation of ability takes at least 2 seconds. Module has a cooldown timer, and an upper limit on number of uses (it can't be used infinitely like a vehicle module). Slotting booster equipment module will remove or cripple existing suit shield regen - effectively replacing it.
TACNET Hack: Deployed like a nanohive, etc. at any enemy controlled piece of equipment. Will cause their tacnet system to randomly give incorrect hacking notices to team (enemy objective being hacked when it is not, friendly objective being hacked when it is not). Tier impacts scale of issues (one periodic message vs. several at once), type of warnings (railgun installation vs. null cannon), etc. Will show up on an active scan.
Decoys/Mimics: Come in multiple varieties and variants, depending on tier. Include audio mimics, which generate gunfire and other infantry noises emanating from a give location (simple, the sort of thing you could accomplish with a tape recorder in real life). Also include more complicated decoys that will show up as a red-dot/enemy on their tacnet, with limited movement within range of the dropped equipment. Only the highest tier will provide holograms (phantom red-dot on tacnet doesn't necessarily have anything but the module on the ground).
I like the way you think sir |
Skipper Jones
ZionTCD
140
|
Posted - 2013.06.18 23:29:00 -
[6] - Quote
Draco Cerberus wrote:Salvager: Salvages corpses and vehicles
That would be a good idea when the player market comes out. Salvage weapons then sell them
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Dominus Fatali
Intrepidus XI Omega Commission
78
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Posted - 2013.06.18 23:43:00 -
[7] - Quote
Comms Jammer: Within a certain radius, an enemy can not hear or be heard by their teammates. Useful for placing near objectives, though it would need to be rather visible to prevent it from being abused. Maybe a blinking light or something.
Comms Hacker: Similar concept as above, but allows the user to hear the enemies within the devices radius. There would need to be a time period where they 'lock' onto enemy's comms, in addition to a short delay between the enemy speaking and the user hearing./ |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1932
|
Posted - 2013.06.19 00:01:00 -
[8] - Quote
Cyrius Li-Moody wrote:Skipper Jones wrote: - Anti-movement trapper thingy (couldn't think of a name): About the size of a Remote Explosive, except when people walk near them they can't move for ~3 seconds. It's good for when you're getting chased and you want to get the extra shot on your pursuer
The more Equipment in means more roles on the battlefield. Please leave your ideas
In EVE lore they're webifiers. I like the ideas. E-Warfare is supposed to be in the future. Hopefully things like this get implemented. Hopefully this stuff will be reusable with a cooldown like the active scanner. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
871
|
Posted - 2013.06.19 04:51:00 -
[9] - Quote
They definitely sound interesting to me. |
Gaelon Thrace
DUST University Ivy League
8
|
Posted - 2013.06.19 05:14:00 -
[10] - Quote
Skipper Jones wrote: - Anti-movement trapper thingy (couldn't think of a name): About the size of a Remote Explosive, except when people walk near them they can't move for ~3 seconds. It's good for when you're getting chased and you want to get the extra shot on your pursuer
We'll be getting Stasis Webifiers eventually, which won't completely freeze enemies but I'm sure they'll slow them down significantly enough that it's effectively the same thing. I heard/read it mentioned by a someone from CCP somewhere. Can't recall exact source. |
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Skipper Jones
ZionTCD
142
|
Posted - 2013.06.19 05:16:00 -
[11] - Quote
Gaelon Thrace wrote:Skipper Jones wrote: - Anti-movement trapper thingy (couldn't think of a name): About the size of a Remote Explosive, except when people walk near them they can't move for ~3 seconds. It's good for when you're getting chased and you want to get the extra shot on your pursuer
We'll be getting Stasis Webifiers eventually, which won't completely freeze enemies but I'm sure they'll slow them down significantly enough that it's effectively the same thing. I heard/read it mentioned by a someone from CCP somewhere. Can't recall exact source.
I know what you're talking about. It was in the "Advancing the Core" presentation. I had no clue what they meant by stasis webifier. +1 |
Gaelon Thrace
DUST University Ivy League
8
|
Posted - 2013.06.19 05:30:00 -
[12] - Quote
Skipper Jones wrote: I had no clue what they meant by stasis webifier.
http://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Electronic_Warfare Target Painters would be nice too. |
Sinboto Simmons
SVER True Blood Public Disorder.
236
|
Posted - 2013.06.19 05:44:00 -
[13] - Quote
Didn't we have sensor granades at some point or am I off my rocker |
Skipper Jones
ZionTCD
142
|
Posted - 2013.06.19 05:46:00 -
[14] - Quote
Thanks, never played EVE. Target painter would be nice as a module or maybe an attachment to a gun or something. |
Skipper Jones
ZionTCD
142
|
Posted - 2013.06.19 05:48:00 -
[15] - Quote
Sinboto Simmons wrote:Didn't we have sensor granades at some point or am I off my rocker
Not for the last 9 months I've been here.(Or at least that i can remember) But maybe before then. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
959
|
Posted - 2013.06.19 06:08:00 -
[16] - Quote
We do have target painters, they're called active scanners.
Unless you were thinking of it having a different effect. |
Avinash Decker
BetaMax. CRONOS.
47
|
Posted - 2013.06.19 06:09:00 -
[17] - Quote
An equipment thats similar to a trophy system . It harmlessly auto denotes at least two or three any type explosives ( including flux grenades) in a X meter radius around the device. Prototype versions can auto denote more or stop missiles or rail-gun rounds from tanks . |
darkiller240
INGLORIOUS-INQUISITION
4
|
Posted - 2013.06.19 06:34:00 -
[18] - Quote
+1 |
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