Wearable Structures

RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
edited January 2008 in Ideas and Suggestions
This isn't referring to a mechanic that would look like this:

<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/Fa8_lBU-jVA"></param><embed src="http://www.youtube.com/v/Fa8_lBU-jVA" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

Rather I mean that instead of all marine upgrading functioning as:

"Drop Structure->Build Structure->Research Upgrade->Drop Equipment->Pick Up Equipment"

Consider (if it wouldn't damage the teams' differentiation too badly):

"Drop Equipment (unbuilt)->Research Equipment->Pick Up Equipment" where if the player died, the entire structure died with him (or not, depending on the upgrade).

I just like the idea because it gives an option to pressure at more risk and cost than the relatively passive upgrade structure that currently exists.

<!--coloro:lime--><span style="color:lime"><!--/coloro-->By no means<!--colorc--></span><!--/colorc--> do away with the existing structure, this is proposed only as an addition.

EDIT: Perhaps this would be a good implementation for the previously suggested Phase Suit?

Comments

  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    I am not sure I understand the idea at all. Are you proposing the use of carrying structures, wearing structures, prototyping equipment, and possibly losing it all to a single marine death?

    I'm confused. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
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