BlackCephie, on September 12 2013 - 10:39 PM, said:
Internal name: Kinetic Driver
Effect: Increases the damage dealt by bullet-based weaponry over time, lowering the weapons base damage, but increasing its damage potential.
Potential for advanced technical application: This would reward dedicated bullet-weapon users who are able to stick to targets in skirmishes, and force pilots to be aggressive in skirmishes with weapons meant to be used in CQC scenarios i.e. the vulcan, smc, reflak.
Number of slots: 3
This I felt deserved special attention. I like the idea so much, I think it should be part of an overhaul of the non-sniper and non-vulcan trace weapons, rather than an internal.
The idea behind it, is that if combined with internals that grant bonus damage on heat up, it would redefine trace weapons from being joke-tier, to actually having a unique role.
[I envision mid ranged skirmishers, who coordinate with pointmen (flak scout or something) to engage the enemy. As the battle progresses, the damage bonuses force constant re positioning and dynamic play from both teams. The damage bonus should be sufficient to incentivize players not to repeatedly peek-a-boo into an oncoming AR or smg equipped enemy, but to draw the battle out and play more hit and run (depending on the sort of backup available) - of course its important not to make the damage bonus overpowering that its noticeable in a short, direct engagement.]
If my mad ramblings don't make any sense, I apologize, its hard to pain an abstract picture of how I imagine it to work. Basically I like the idea because it adds more of a time factor to battles. It forces players to consider 'can I really afford engaging here, now' and 'how long will this battle last, what complications could there be ahead'_
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It's this sort of thinking that is most immersive, and identifies Hawken as a MECH FPS, where you feel like a pilot, rather than just another shooter, with robots, where you feel like a floating screen with a gun and a hitbox. It was this feeling that was lost when items were given a recharge rather than a charge, or radar scramblers were no longer common after CB.
Hawken should be a game, where a large portion of the players attention should be focused on things outside of the immediate enemy - cooldowns, positioning, team compositions, timings, objectives, what is the most efficient next action_ Because this is the most fun, most challenging, most engaging, most immersive, and most unique aspect of Hawken, that sets it apart. If the devs can nail down this sort of feel, it would justify the simplistic mechanics (when compared to hardcore shooters like Quake or CS), and make the game a viable competition, as well as FUN on a universally accessible level
. (Of course a trace weapon overhaul won't accomplish that by itself, but it could be a big piece of the puzzle.)
Edited by ReachH, September 16 2013 - 10:25 PM.