Special Equipment Suggestions Compendium
#21
Posted May 15 2011 - 04:06 PM
Anyway, who cares... . We're in here in order to apport good feedback to the devs.
I've opened new threads dicussing on, for example, a passive Hunker ability plus some extra cool moves too. Additionally, the spy cam entity I mentioned here is an interesting addition too. ( use search if you wish... ).
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"The difference between theory and practice is smaller in theory than it is in practice"
#22
Posted May 21 2011 - 05:52 AM
#23
Posted May 22 2011 - 06:54 AM
#24
Posted May 23 2011 - 02:48 PM
and as for a fake blip drone...maybe a mirror image of your mech could appear, it would do no damage...but it would trick people to shoot at it/could help uncover people using the invisibility thing (if they put it in the game)
#25
Posted May 24 2011 - 05:56 PM
HawkenRules123 said:
and as for a fake blip drone...maybe a mirror image of your mech could appear, it would do no damage...but it would trick people to shoot at it/could help uncover people using the invisibility thing (if they put it in the game)
I'd prefer multiple button combinations, as if flipping multiple switches and dials to restart.
#26
Posted May 25 2011 - 03:48 AM
HawkenRules123 said:
That would be an holo-yo!... which sounds cool to me too. Post this idea on the compendium thread. I mean .. do it yourself!
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"The difference between theory and practice is smaller in theory than it is in practice"
#27
Posted May 27 2011 - 10:36 PM
Close range melee weapon modified welding torch. Creates a forward booster lunge while deploying a plasma torch causing moderate to severe localized damage. Use requires all mech energy so mech is left slightly maneuverability vulnerable (with a cooldown timer to recharge) to enemies responding cannon volley.
Cutter boom is a heavy weaponized drilling attachment that extends pneumatically and drills into enemy mech causing localized damage.
These are close range "thrust and parry weapons" where the deployment is visually broadcast animation stance with the consequence of missing being equal to greater damage to your mech from enemy counter attack.
I think it creates a dynamic fighting element where your enemy can't run up to your face and mutual suicidally unload everything into you. It could be used for finishing blows to a paralyzed or limping mech. You would be dancing and dodging a fine line between close and mid range combat.
No, i don't mean arms or sword weapons or really fast fast gundam style attacking. These are Sim industrial mechanized attachments or incorporated into the mech hull and design style with linear thrust attacks, not side sweeping.
#28
Posted May 28 2011 - 01:25 AM
#29
Posted May 28 2011 - 11:32 AM
ShockBarrier: Place both ends on opposite walls to make a field. The farther appart the weaker the barrier.
#30
Posted May 30 2011 - 07:48 AM
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"The difference between theory and practice is smaller in theory than it is in practice"
#31
Posted May 31 2011 - 09:15 AM
#32
Posted May 31 2011 - 06:04 PM
#33
Posted June 01 2011 - 04:06 PM
#34
Posted June 05 2011 - 07:03 PM
#35
Posted June 09 2011 - 12:26 PM
#36
Posted June 11 2011 - 06:37 AM
#37
Posted July 02 2011 - 12:52 PM
#38
Posted July 03 2011 - 10:19 AM
p.s I put the gravity gun in the debatable category.
KEEP THE IDEAS COMING
#39
Posted July 15 2011 - 06:54 PM
1. The basics are already mentioned. I'll review what I think worth a try on the game.
a. Counter measures of flares for missiles.
b. Proximity mines.
c. Gun emplacements and dynamic sentries.
2. New ideas.
a. Events like collapsing buildings or any activity in the stage that affects players.
b. Destructible environments. Partial environment can be destroyed. Others can be perforated by some type of ammo.
c. Spawn points are defined by a ship. You always enter the battle transported by a ship.
Other spawn points could be drop points from a carrier and so on. These spawn points can be controlled depending on the activity in the stage.
d. The use of barrages. Some of them are controlled other are just bombardments or target painting.
3. The game itself.
a. Focus few stages on pure flying or make flying part of the action on some stages. Some stages could be close quarters for combat, other are open for flying. Be diverse in your design.
b. Zero G battles like Shattered Horizon. Bringing six degrees of freedom into battle extends the game with different styles of players.
c. Battle between carriers in a high rise city.
Thanks for the effort keeping this thread alive.
b.
#40
Posted July 15 2011 - 07:06 PM
MechMechanics1 said:
a. Events like collapsing buildings or any activity in the stage that affects players.
b. Destructible environments. Partial environment can be destroyed. Others can be perforated by some type of ammo.
I think they already said they couldn't do destructable environments.
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