Special Equipment Suggestions Compendium
#121
Posted June 07 2012 - 01:39 PM
When you "die" there is a massive explosion. Explosion damage could be calculated by weight class of mech, how much fuel you have at time of death, and proximity. Or, a set value. Similar to mech assault
#122
Posted June 08 2012 - 05:09 AM
#123
Posted June 11 2012 - 09:52 AM
could fit into equipment slot or be a general mech custom option, like a new slot next to weapon or equip
#124
Posted June 11 2012 - 02:09 PM
Offensive Suggestions
Stuff that makes people explode (preferably not yourself).
I know that you mention to preferably not to add any offensive suggestions that would blow yourself up but sometimes not following the rules creates new ideas. So I'm thinking lets add a self destruct button. You probably thinking, who would be stupid enough to suggest a self destruct button.
Well think of a scenario that you're in a position of dying or been EMP and you got nothing to defend yourself but hid. Lets say that an enemy spotted you and wants to kill you. You can hid behind a corner an press the self destruct and Kamikaze that bitch.
#125
Posted June 11 2012 - 04:36 PM
Would be kinda lame and it promotes unsportsmanship. An easy suicide to deny the opponent a kill. :x
Nop soz :ugeek:
#126
Posted June 13 2012 - 01:19 PM
Self destruct damage
Full health:
. Huge explosive radius
. Huge damage
. Instance kill on the enemy
Mid health:
. mid explosive radius
. mid damage
. Possibility that enemy will survive
Low health:
. low explosive radius
. low damage
. Enemy will survive from damage unless have very low health
#127
Posted June 13 2012 - 03:56 PM
richardperaza7110 said:
Full health:
. Huge explosive radius
. Huge damage
. Instance kill on the enemy
But why would you_
#128
Posted June 13 2012 - 08:57 PM
Now that I'm thinking this over, the self destruct button does seems useless. I guess the only reason for a self destruct button is to commit suicide if you happen to spawn on a spot you don't like or if you're stuck.
Unless you want to make it a perk like call of duty where your mech explode after one second of your death. So after an enemy kills you and he/she is still near your dead body, that self destruct button can be use to damage or destroy him/her.
Or instead of the self destruct button attach to the mech, you can add it to your little drone. Remote control that drone to blow up or damage your enemies.
#129
Posted June 23 2012 - 07:22 PM
#130
Posted June 24 2012 - 06:37 AM
(when i say tower i mean some kind of deployable)
some ideas not said (i think) are a healing type mchine you throw down everyone in the radius is healed over a period of time but instead of just minor injuries the healer can give you a mobile arm and leg replacement the tower would be weak but hid it behinde a corner near your frindlies and if you lose a arm sit by it for a good period of time idk like 15 seconds while you get a new arm. the healing time also depends on the injury full loss of limb would make it take much longer but it would help bring you back into action and have the realistic limb loss
a anti emp tower that is destroyed after like 2-4 uses when emp'd leaving you healthy and untouched. can be picked up.
deployable radar (probably mentioned already)
deployable flare shooter.
all towers are weak and easy to kill and give off some tell tale sign of where they are.
the flare shooter would have more flares than your mech could carry and by deploying them you free up weight but the machine doesn't follow you around so you have to protect it and/or camp or pick it up again so it would not be useful in head on fights.
small light weight mine detector does nothing but finds mines and lets you see them much like sit rep in CoD, but it has a shorter radius and only you can see the mines. sounds overpowered but with the other stuff you could get i think it taking up a equipment slot would balance it out.
a deployable trap that magnetizes the enemy in place its not super easy to see and its not invisible but it is in between making people watch where they step. the small mat only lasts for ten seconds so you have to shoot fast and it can be destroyed by another enemy teamate when the trap gets someone it pings the spot on the map to tell you that someone is there.
#131
Posted July 22 2012 - 06:32 AM
Wall tracker. All enemies will appear similar to Black Light retribution.
Sentry guns.
Land mines. (Those never get old)
Shields.
Proximity mines.
Service packs for weapons, ammo items.
Enemy spot on radar.
Large command map where the commander guide the gun ship. (Different Gun ship set ups should be available)
Add ons for the gun ship like flying battle bots or droids, guns, rail guns, Gatling, cannon shells, missiles of various types etc.
A control jam. Your mech controls are suspended for a while.
Air strikes and heavy artillery strikes. (The enemy can shot down the planes if he hits them and cut out the artillery once spotted in the map.) The artillery can withdraw at any moment if the artillery is compromised.
#132
Posted July 22 2012 - 06:43 AM
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"The difference between theory and practice is smaller in theory than it is in practice"
#133
Posted July 22 2012 - 06:49 AM
The_Silencer said:
LMAO.
There are great ideas already discussed but would be good to give them shape so the developers give them a quick read and continue on with the game design. Simply classical ideas work the best. When they are convoluted they tend to clutter the game. Not every game needs every idea in the book, just the best ideas suitable for the concept proposed by the developers.
We have to follow the tone of their conception. Classical devices always work and some influences from classical games wont hurt either.
#134
Posted July 22 2012 - 07:00 AM
Mech Mechanic said:
The_Silencer said:
LMAO.
There are great ideas already discussed but would be good to give them shape so...
And how about discussing any of these great ideas into separate threads_
Anyway I like to check upon a time which ones you like the most.
P.S. I'm probably over-demanding on Sundays only. Fortunately... not like others.. heheh.
.
"The difference between theory and practice is smaller in theory than it is in practice"
#135
Posted July 22 2012 - 07:24 AM
The_Silencer said:
And how about discussing any of these great ideas into separate threads_
Anyway I like to check upon a time which ones you like the most.
P.S. I'm probably over-demanding on Sundays only. Fortunately... not like others.. heheh.
Well, anything with RTS elements on games like this is a most. Those items gives a sense of RTS strategy in sense.
Many of these ideas should be a mixtures. I don't like one over the other. However the idea of having a gun ship command feature is a most and having few gun ships at your disposal to be picked in a three round match could be great. Or have those features for horde mode. They don't need to be all at ounce in a MP game. They should be available in different game types. All of them at once is way too much making the game be less fun for new visitors. Moderation should be a rule for design.
I would love to have air strikes, service packs for horde and the option of Gun ship command for horde.
Capture the flag is better suited with shields, mines and proximity mines. Approaching a flag should be a dangerous...
Artillery, Shields and service packs for mechs should be available for conquest mode.
Wall tracker and control jam for the classic team death matches.
The sentry guns should be for another type of horde where you take on aerial gun ships.
It's a matter of making each game type unique and of course bringing all the palette of options for private servers where players can customize their game mode. It depends on how you want to approach the game. Official servers should keep the game in accordance to the developer ideas. Others who want to customize can have the option to make servers with custom games for these items.
#136
Posted July 22 2012 - 01:18 PM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#137
Posted July 24 2012 - 02:53 PM
-The projectile is shaped like the blade of a fluke anchor, and is mounted on a 360° pivoting shoulder joint. The projectile is aimed using a camera mounted on the pivoting shoulder joint.
- It would have drop after a certain distance when fired horizontally, and could only reach a certain height if fired vertically, dependant on the strength of the launcher.
-The cable fibers are made from superstrong alloys and composite materials that enable it to support an entire mech with a cable only 1.75 cm in diameter, allowing storage of a fairly long cable.
-The cable can be cut however, with a melee weapon or the intense heat and pressure of an explosion.
-It cannot be repaired on the field.
-The projectile launcher and retractor can be used an indefinite number of times.
-It is an invaluable tactical aid, allowing for ambush and escape in a chase.
-Standard on all mechs.
#138
Posted July 25 2012 - 02:29 AM
My reference link http://www.playhawke...hp_ref=EB288383
#139
Posted July 25 2012 - 05:27 PM
SuperDuoBros. channel: http://www.youtube.c...uoBros/featured | UYA Gamers: http://steamcommunit...roups/uyagamers
#140
Posted August 14 2012 - 08:33 PM
down fall missing with it would have a transmitter that would ping a false location......well i guess this could be used to bait people too.
make it have a short time to live,it would deal no damage, you could make it if you got to close to your own transmitter it would fall off or fry the circuit . i also could echo your location to the person that was effected so he can find you if he lived.
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