Special Equipment Suggestions Compendium
#61
Posted February 08 2012 - 06:14 AM
What if your mech could emit an strong EMP burst in that last moment just before you get hit by that or those guided missiles_.
This EMP burst could drain almost all your energy in a hit -> This way these do not end up being too abused by pilots.
It should inherently has short range but with a high damage value (this in order to disable the guidance system of incomings in the last moment).
Subsequently, would be interesting to make this as one pretty risky tactic. Meaning with this that, if the pilot mess its timing up, then his EMP counter meassure gets useless ( plus the energy drain penalty ) and exposing his butt to those pesky incmoings he wants to disable on the go.
Thoughts_
.
"The difference between theory and practice is smaller in theory than it is in practice"
#62
Posted February 08 2012 - 08:46 AM
A bit counterproductive_
#63
Posted February 08 2012 - 08:54 AM
How about having the ability to initiate a mass overload function only available when the Mech is close to death:
The Mech has taken too much damage to remain effectively functional on the field for much longer. The pilot triggers the mass overload function which triggers a sequence of coolant ejection and all other power draining systems shutdowns. The mech will channel all power except acceleration to the power core and will detonate in a predetermined time.
He will then proceed to find the nearest enemy formation and attempt to detonate his mech to maximum effect.
The detonation itself need not destroy enemy mechs completely but could cause a range of negative effects, eg; randomized malfunctions to unusable secondary weapons maybe for that round maybe_
any thoughts
#64
Posted February 10 2012 - 10:58 AM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#65
Posted February 10 2012 - 11:39 AM
lol
oh well
#66
Posted February 10 2012 - 11:43 AM
Although .. learn the power of the search function upon a time
.
"The difference between theory and practice is smaller in theory than it is in practice"
#67
Posted February 11 2012 - 05:42 PM
My suggestions are related, but not exactly the same.
-extra camera- I like the idea of team cameras. Being able to see what your buddies are up to. Maybe having one invisible teammate running around as a spy, while you get into sniping position. Similar to the spycam idea though.
-overheat countermeasure- There have been ideas thrown around as how to take your enemies weapons offline. Since the weapons in the game are based off of heat, why not have the option to allow your mech to overheat, disabling you from using your weapons for a certain amount of time, but also disabling any other mechs weapons close by to you, for a shorter period of time. It would be a last resort type thing, since your opponent would be able to use his or her weapons before you regained yours. It would give you time to run away or wait for your teammates to drop by, but that would be it. You would still be able to move, just not shoot for a while, and the enemy could chase you, and once their weapons cooled down, shoot you.
^sorry that's so long^
-call-down repairs- similar to repair bots, but you would call down a "drop" from the ship floating above the map, to make quick repairs. Enemies would be able to see where the drop would land, however, so you better get fixed fast.
May not count as a Special Equipment suggestions, however...
I've tried to read through the previous posts, so apologies if there are repeats.
#68
Posted February 11 2012 - 05:58 PM
In my eyes the self-destruct feature would be more kamikaze so to speak. Run into enemy forces and blow up...or depending upon future game modes destroying structures.
#69
Posted February 11 2012 - 07:03 PM
Naraklok said:
In my eyes the self-destruct feature would be more kamikaze so to speak. Run into enemy forces and blow up...or depending upon future game modes destroying structures.
Very good point and, yep, good point as well.
.
"The difference between theory and practice is smaller in theory than it is in practice"
#70
Posted February 11 2012 - 07:41 PM
skimming: a thruster that gives bugger all 'lift' but makes you 'skim' across the ground at great speed. quicker recharge/less cost than the jump one.
jump: a thruster that doesn't allow much directional change but with more power allowing you to do huge "jumps" ie, covering more distance than the "flying" thruster.
flying: slower, not as long as jump/skimming but allows full flight in any direction.
#71
Posted February 13 2012 - 08:19 AM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#72
Posted February 13 2012 - 01:35 PM
#73
Posted February 13 2012 - 02:10 PM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#74
Posted February 13 2012 - 05:27 PM
In case I decide on living and refraining from self-destruction.
#75
Posted February 13 2012 - 06:45 PM
#76
Posted February 13 2012 - 07:20 PM
#77
Posted February 13 2012 - 07:42 PM
"hmm, wonder if he's around this corner, suicide on, wait 10, 9, 8, 7 go now, 6, 5, nope, he's not cancel"
would be pointless.
it definitely should not be instant
i would say 10 seconds... maybe more.
#78
Posted February 13 2012 - 10:56 PM
Never really seen it working in the first place, in no game whatsoever.
#79
Posted February 13 2012 - 11:30 PM
Doesn't make a difference to me honestly.
#80
Posted February 14 2012 - 02:23 AM
Fly or Die said:
No, if course it would not.
Imagine for a moment that you activate it by accident in the middle of a cool battle.
Without any cancellation at hand, that could be something like...:
3 - Hey.. wtf!
2 - Nooooooo!
1 - No no no no no!!
0 - Boum!-
Nice... shit happens!
I'm not saying self-destructs should go nuclear. From a tactical stand point, I think that, well balanced, it would also be a good addition for the game.
.
"The difference between theory and practice is smaller in theory than it is in practice"
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users