Special Equipment Suggestions Compendium
#41
Posted July 15 2011 - 07:15 PM
Simple point and shoot tracer that if properly attached to an enemy mech will give the owner of the tracer two possible options (either or, not both) that I have thought of:
1. Increased ability to detect or track on radar, not unlimited tracking but if traditional radar covered say 20 meters, this would maybe double that but ONLY for the owner of the tracer. Nothing to stop you from sharing this information with teammates over VOIP. Duration maybe 1-2 minutes with the notation that if the traced mecha gets outside of a certain range of the tracer owner that the tracer disengages regardless of time elapsed. Offers ambush/reinforcement chances for the traced mecha.
2. Increased lock-on functionality. I am sure we will have some sort of counter measures to lock-ons and this could be a counter to that but it will not change the manuverability of the missiles or locked on weapons themselves. This ability I think should be active for the whole team of the tracer owner, for balance purposes it should be a fixed-time limit of maybe 30 seconds - 1 minute.
Maximum I would say allow three tracers per mecha with a decent cooldown between shots so you have to make sure you get that first tracer shot and make it connect. Maybe even a special alert could appear on the targeted mecha's HUD once the tracer is fired to prompt a quick reaction.
#42
Posted July 16 2011 - 04:25 PM
Varaka said:
I think they already said they couldn't do destructable environments.
They should find people and employ an algorithm for it.
#43
Posted July 16 2011 - 07:44 PM
MechMechanics1 said:
Varaka said:
I think they already said they couldn't do destructible environments.
They should find people and employ an algorithm for it.
#44
Posted July 17 2011 - 04:49 AM
Lithe Valkerian said:
MechMechanics1 said:
Varaka said:
I think they already said they couldn't do destructible environments.
They should find people and employ an algorithm for it.
Destructibility affects the game play dynamically. You have to move because the objects are not infinitely rigid. However if this is a matter of budget and number of employees then this feature will be missed.
I want to see the game. Once investors see the potential of it then they can increase in capability and a sequel. I want to see what they offer in their first release. Up to now is really looking pretty good if you ask me.
http://media.pcgamer...n-cockpit-2.jpg
http://media.pcgamer...3/Hawken-03.jpg
http://media.pcgamer...3/Hawken-01.jpg
http://media.pcgamer...3/Hawken-02.jpg
#45
Posted July 17 2011 - 07:37 AM
http://forums.adhesi...c.php_f=7&t=364
Come join the Hawken IRC Channel and chat about Hawken: #hawkenscrim on irc.quakenet.net
Yes, I am a wizard - There is no cupcake conspiracy
[03:18:55 pm] <-- ^-^ (webchat@[ip removed]) has quit (Quit: Later All! Also pls ban Kindos7)
#46
Posted July 17 2011 - 09:02 PM
#47
Posted July 18 2011 - 07:04 AM
TheDubstepDisciple said:
Simple point and shoot tracer that if properly attached to an enemy mech will give the owner of the tracer two possible options (either or, not both) that I have thought of:
1. Increased ability to detect or track on radar, not unlimited tracking but if traditional radar covered say 20 meters, this would maybe double that but ONLY for the owner of the tracer. Nothing to stop you from sharing this information with teammates over VOIP. Duration maybe 1-2 minutes with the notation that if the traced mecha gets outside of a certain range of the tracer owner that the tracer disengages regardless of time elapsed. Offers ambush/reinforcement chances for the traced mecha.
2. Increased lock-on functionality. I am sure we will have some sort of counter measures to lock-ons and this could be a counter to that but it will not change the manuverability of the missiles or locked on weapons themselves. This ability I think should be active for the whole team of the tracer owner, for balance purposes it should be a fixed-time limit of maybe 30 seconds - 1 minute.
Maximum I would say allow three tracers per mecha with a decent cooldown between shots so you have to make sure you get that first tracer shot and make it connect. Maybe even a special alert could appear on the targeted mecha's HUD once the tracer is fired to prompt a quick reaction.
For the turrets would there be any way to hijack an enemy turret_ I'm not sure but in the vids it looks as though turrets are either already in place of are placed by the player and then activated. It might be interesting if there was a way to deactivate them without destroying them and then reactivating them to help you.
#48
Posted July 20 2011 - 09:36 AM
OR NO no I got it
A flash projector, like a camera's flash but it makes the opposition's screen all distorted for half a second. But its not cheap cuz you'd like her a sound of it charging or a red light before it goes off.
Idk I'm pretty bad at think up equips.
Is where I soar, and your world is no more.
http://i306.photobuc...597d4c3e0b5.jpg
^Queen of sniping.
DESTROY Cupcake!
#49
Posted July 20 2011 - 10:26 AM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#50
Posted July 20 2011 - 02:31 PM
Item: extra fuel tank
discription: for those times when you run out of fuel, simply press a button and it shifts to a secondary fuel tank, not like a completely new one, but like half or 3/4 of the capacity that your original has. So then while your waiting for the other to charge, or need to run away or something.
#51
Posted July 20 2011 - 10:01 PM
#52
Posted July 25 2011 - 03:19 AM
Showing early material could be a detriment since other companies can jump over those ideas.
In special equipment you may add the following.
1. The ability to perform certain dash moves and dodging.
2. Classical shields. Your mech can carry a shield or partial mounted shielding like an armature.
3. Radars dectecting only your allies.
1. No fancy beam cannons.
2. No cloaking devices.
#53
Posted July 27 2011 - 01:31 PM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#54
Posted September 12 2011 - 11:27 AM
#55
Posted September 13 2011 - 10:20 AM
Maybe add a 5 second slow on an enemy would provide some interesting tactics to use against people that like to rush your base causing them to think twice about a direct assault.
Offensive: Proximity magnet mine. Instead of just a laser on a trip bomb, have it magnetically attach to the leg of a mech and blow it off crippling the mech until it can repair or "slow gel" slowing it 3-5 seconds.
This would give a new and futuristic "flavor" to the boring proxy mines from past games.
"I don't think the human race will survive the next thousand years, unlesswe spread into space." - Stephen Hawking
#56
Posted November 05 2011 - 02:18 AM
Used as a Counter to smoke grenades and can be used to see through buildings and large debris.
Radar Jammer
Deploy-able item used to jam enemy radars. This item can also be destroyed if found.
Remote Spy Cam
Already suggested but I wanted to add a few things. This item would be a counter to the Radar Jammer and would have thermal vision to help see targets from the air. Radar jammers should give off a bit of heat so you could see them as well.
#57
Posted November 05 2011 - 03:16 AM
- An item that would overheat your targets weapons so they can't fire.
#58
Posted December 06 2011 - 02:05 PM
IDK, I think the ability hurl your drones at enemies should always be available, regardless of type.
"Humans are not rational, but rationalizing."
#59
Posted December 10 2011 - 06:52 PM
I'll have to come up with some additions of my own; those that have not yet been mentioned...HM...
#60
Posted January 13 2012 - 05:39 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users