Edited by grree, March 02 2013 - 07:44 PM.
Suggestions/Ideas Master List
#281
Posted March 02 2013 - 07:43 PM
/>grree////Atlantica Online///Hawken///Metal Rage</
"---- walk does not mean time passes ----"
#282
Posted March 04 2013 - 04:08 AM
#283
Posted March 04 2013 - 07:34 AM
1. Escalation Mode- Team fights against a waves of enemies (NPCs) , the longer you stay alive the more points you gain. If you die , you rez after wave is destroyed.
2. BattleField Mode- Teams engage in battle along side doing map objectives to aquire dominance in the field. Objectives can be random putting both sides at a dis-advantage or advantage during fight.
#284
Posted March 05 2013 - 03:54 PM
#285
Posted March 06 2013 - 06:05 PM
#286
Posted March 07 2013 - 05:36 PM
Body shop items carry plus/minus attributes to complement defense/offense optimizations.
Example:
Light arms: +n% to speed. –n% to accuracy
Medium arms –n% to speed +n% to accuracy
Follow this same idea to legs and torso, obviously different attributes.
#287
Posted March 07 2013 - 08:02 PM
This is a Class A type mech (light mech). Its secondary weapon is a melee range hydraulic hammer that deals extra damage against mechs with heavy armor (not HP, but defensive stats/ability/mode such as heavy mechs' turret mode, Berserker's special ability, etc.).
Moreover, the secondary weapon has an additional function--with the middle mouse button, it can swivel around 90 degrees to form a shield. In this defensive mode, the mech gains additional frontal defensive stats (but still susceptible to damage from all other directions), retains all of its mobility, but will not be able to use primary and secondary weapons and offensive items. This is to allow the mech to quickly approach the enemy to a melee range without taking too much damage.
Of course, there is a slight delay (about 0.5 sec, maybe_) from switching between offensive and defensive mode. Also, in defensive mode, the view port becomes much narrower and the player will most of his/her peripheral vision.
Can anyone tell me how to upload pictures_ Since I don't know how, I will just post the link on my DeviantArt for now...
http://meltdown117.d...33-PM-358284223
http://meltdown117.d...37-PM-358284031
Edited by Meltdown117, March 07 2013 - 08:09 PM.
#288
Posted March 14 2013 - 03:29 PM
#289
Posted March 15 2013 - 12:19 PM
Customization pieces for Bots being real cash only_ Naw. Kinda leaves a bad taste in your mouth knowing your stuck with no customization just because your broke.
Lame color striping and graphics that are free. Please_
Bot exchange or Bot sell back, and I don't mean player controlled, anything players are in charge of selling always comes to cost a MILLION or higher. Greed and stupidity. Let's have a game controlled exchange. It takes a LONG time to come up with $6410 for a new Bot in this game let's face it, I'm an average player not superman and not the town pigeon either and earning in game cash is SLOW. To buy a Bot that costs $6410 only to find you don't like the way it plays or how it specs out after-all is a BIG let down. Let us sell it back to the garage even if there's say a 25% penalty that would be cool as say a test drive fee. Also make addons like the Ammo cans for increased damage and such transferable between a players Bots in the Garage as well.
Think about allowing Player content development some other MMO F2P do it. Players create weapons and Bots and if they are accepted in game_ are sold for in game cash at the price they are now which the player gets half of to use in game and/or sold for real cash in the store and the player/creator gets half of that_ Can be for map and level designs as well, so long as the player/creator follows your strict guidelines of course.
Edited by Ezpikins, March 15 2013 - 12:24 PM.
A. A. Technical Illustration
A. A. AutoCAD Mechanical Drafting
B. A. Visual Art - Game Art
2006-2007 National Dean's List
#290
Posted March 19 2013 - 10:07 AM
- Chaff / countermeasure launcher (active usage, has 1-3x uses before depletion)
- Portable missile lock decoy (deployable, forces all missiles in radius to path towards it for a duration)
- Magnetic tether buoy (deployable, limits mech boost distance / speed within a radius for a duration)
- "Bouncing Betty" landmines (deployable on ground, then fires upwards and explodes when enemy is near)
- Auxiliary coolant flush tank (active usage, has 1x uses before depletion)
- Auxiliary booster fuel tank (active usage, has 1x uses before depletion)
- Hawyire dart (when fired at enemy, scrambles H.U.D. & causes weapons to fire randomly for a duration)
- Magnetic grapple (when fired at enemy, creates a "leash" that prevents boosting away for a short duration)
- Corrosive chemical missiles (upon hitting an enemy, releases acid that corrodes metal -- damage over time effect)
Edited by JordTron, March 19 2013 - 08:21 PM.
#291
Posted March 21 2013 - 07:45 PM
#292
Posted March 26 2013 - 11:05 AM
#293
Posted March 26 2013 - 11:09 AM
JordTron, on March 19 2013 - 10:07 AM, said:
- Chaff / countermeasure launcher (active usage, has 1-3x uses before depletion)
- Portable missile lock decoy (deployable, forces all missiles in radius to path towards it for a duration)
- Magnetic tether buoy (deployable, limits mech boost distance / speed within a radius for a duration)
- "Bouncing Betty" landmines (deployable on ground, then fires upwards and explodes when enemy is near)
- Auxiliary coolant flush tank (active usage, has 1x uses before depletion)
- Auxiliary booster fuel tank (active usage, has 1x uses before depletion)
- Hawyire dart (when fired at enemy, scrambles H.U.D. & causes weapons to fire randomly for a duration)
- Magnetic grapple (when fired at enemy, creates a "leash" that prevents boosting away for a short duration)
- Corrosive chemical missiles (upon hitting an enemy, releases acid that corrodes metal -- damage over time effect)
I really like alot of these ideas. They're quite genious. Also maybe allow us to make custom games and be able to toggle all options similar to resistance fall of man. Maybe a hardcore mode too. not quite one hit kill but Im so sick of duals where a teammate steals my last shot or the enemy running and not being able to logically pursue him.
#294
Posted March 26 2013 - 11:11 AM
Ezpikins, on March 15 2013 - 12:19 PM, said:
Customization pieces for Bots being real cash only_ Naw. Kinda leaves a bad taste in your mouth knowing your stuck with no customization just because your broke.
Lame color striping and graphics that are free. Please_
Bot exchange or Bot sell back, and I don't mean player controlled, anything players are in charge of selling always comes to cost a MILLION or higher. Greed and stupidity. Let's have a game controlled exchange. It takes a LONG time to come up with $6410 for a new Bot in this game let's face it, I'm an average player not superman and not the town pigeon either and earning in game cash is SLOW. To buy a Bot that costs $6410 only to find you don't like the way it plays or how it specs out after-all is a BIG let down. Let us sell it back to the garage even if there's say a 25% penalty that would be cool as say a test drive fee. Also make addons like the Ammo cans for increased damage and such transferable between a players Bots in the Garage as well.
Think about allowing Player content development some other MMO F2P do it. Players create weapons and Bots and if they are accepted in game_ are sold for in game cash at the price they are now which the player gets half of to use in game and/or sold for real cash in the store and the player/creator gets half of that_ Can be for map and level designs as well, so long as the player/creator follows your strict guidelines of course.
#295
Posted March 26 2013 - 11:13 AM
Meltdown117, on March 07 2013 - 08:02 PM, said:
This is a Class A type mech (light mech). Its secondary weapon is a melee range hydraulic hammer that deals extra damage against mechs with heavy armor (not HP, but defensive stats/ability/mode such as heavy mechs' turret mode, Berserker's special ability, etc.).
Moreover, the secondary weapon has an additional function--with the middle mouse button, it can swivel around 90 degrees to form a shield. In this defensive mode, the mech gains additional frontal defensive stats (but still susceptible to damage from all other directions), retains all of its mobility, but will not be able to use primary and secondary weapons and offensive items. This is to allow the mech to quickly approach the enemy to a melee range without taking too much damage.
Of course, there is a slight delay (about 0.5 sec, maybe_) from switching between offensive and defensive mode. Also, in defensive mode, the view port becomes much narrower and the player will most of his/her peripheral vision.
Can anyone tell me how to upload pictures_ Since I don't know how, I will just post the link on my DeviantArt for now...
http://meltdown117.d...33-PM-358284223
http://meltdown117.d...37-PM-358284031
#297
Posted March 26 2013 - 11:50 AM
#298
Posted April 07 2013 - 10:08 AM
just search an AT-TE on google to see what its like.
Edited by KOS_Baconman, April 07 2013 - 10:08 AM.
#299
Posted April 07 2013 - 10:13 AM
doodydota, on March 04 2013 - 04:08 AM, said:
TE MOST POWERFUL MECH EVAR with fifty arms thx to copy and paste
#300
Posted April 07 2013 - 04:36 PM
The Reaper: I have not noticed any difference in the Reaper after using Precision Overdrive. The fact that it has such accurate weapons to begin with make this ability pointless. I would suggest giving it the Blitz ability so that the Reaper can act with more versatility and viability for close combat.
The Infiltrator: When I purchased the Infiltrator, I expected to be able to go invisible and sneak attack enemies from all angles. The ability only makes the mech translucent, which works great in games where the combatants are human size. It does not work out so well when the combatants are huge mechs. I would suggest having the ability cause the mech to go completely invisible. I would also suggest that it could be active while firing, but would burn out more quickly.
The Rocketeer: The Mobile Turret does not give this mech any advantage. I can outmaneuver any Mobile Turret mode Rocketeer with ease. On top of the lack of the promised mobility it also removes the ability to heal and does not coordinate very well with the weaponry that the Rocketeer currently has available. I would suggest giving this mech a Damage Absorb ability because that would give it the promised mobility and the heavy defense that is needed in a C-class mech. Another option would to remove mobility and give it a massive attack boost. Outside of the normal realm of abilities it could enter a turret mode and have the ability to fire manually controlled rockets. The downside that would balance this would be hard to control rockets and vulnerabilities while controlling the rocket. Even more possibilities include the ability to dodge a little and 180 while in turret mode, and the ability to heal in turret mode. Other players have also suggested a directional shield that would provide cover in front of the mech only, allowing them to act as shield so that weaker mechs can advance safely. This would provide the tactical need to avoid being spotted by the C-class and flanking them.
Edited by CommandX3, April 07 2013 - 04:41 PM.
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