Upgrades & Damage
Shadow58
Join Date: 2009-11-17 Member: 69406Members
What would be cool is being able to upgrade your armor so that you can run around faster and take slightly more damage as normal armor, or upgrading it by staying at same speed but armor giving more defense helping the marine stay alive a little longer, even having heavy armor which slows you down but gives even more of an armor boost. All these upgrades being actaully seen would be cool because then it gives a unique visaul aspect on playing. Not only weapons looking diffent but the types of armor applied too.
Also the level of damage on structures showing damage would be sweet, so instead of blasting a hydra till it burts, you actaully see pieces of it break off as you blast it, and then ultimatly burst when you destroy it. it would also make for cool repairs watching a half destroyed hydra regrow, what it had lost.
Also the level of damage on structures showing damage would be sweet, so instead of blasting a hydra till it burts, you actaully see pieces of it break off as you blast it, and then ultimatly burst when you destroy it. it would also make for cool repairs watching a half destroyed hydra regrow, what it had lost.
Comments
Atm, I know that there's standard armour, jetpack, and exoskeleton. Exoskeleton covers your heavy armour - I just hope they don't gyp you on the movespeed because that's never made sense - if anything you should be faster. There are also passive armour upgrades already.
The variable armour idea is somewhat appealing though - for the same reason that weapon upgrades are appealing. Let marines themselves choose what type of armour to use. Maybe the higher level passive armour upgrades (say, Armor 3) will allow marines to branch and specialise their armour type.
So just as you have upgrades (that you'll be able to choose from) for the lower tier weapons (rifle especially, and shotgun hopefully) so that they don't become obsolete in lategame: you could also have upgrades (that you'll be able to choose from) for the standard armour so that it doesn't become obsolete in lategame.
Definitely must have visual or aural indicators for different, or higher levels of, armour and damage. So Armor 2 compared to Armor 1 would, for example, show more of the body being covered, or just greater 'padding' I guess. And Damage 2 compared to Damage 1 would, for example, have a louder, more robust firing sound and muzzleflash (or flame, or explosion).
Also, the level of damage on structures idea is a very old suggestion, and a good one. I'm sure it will make it into the game eventually, even if not in the first official release (1.0). Although, seeing as they're accepting beta entries and people can still play, I don't really see the point of rushing into 1.0.
well current generation bipedal robots have a lot of trouble walking, the amount of calculations done just to keep balance is amazing.
so if you consider heavy armor/exo skeleton which weighs a few tons, carrys expensive weaponry which would cause alot of kick back when firing, and must stay upright to keep the occupant alive, it makes sense that it would walk slowly to ensure is step is safe and stable at all times.
(Sure the game is set in the future)but hey apart from the coolness added from walking slowly and menacingly, its there as game balance - can you imagine how devastating fast moving heavy armor would be in? :)
not to mention its there to be the opposite option for jetpacks. so the choice is yours, slow and steady with plenty guns and armor, or fast and surgical - jetpacks :)
edit: ON TOPIC: well you can already upgrade your armor in the game from level 0 to level 3. but yeah it would be cool if it would make a visual difference, for both marines and aliens - i'm willing to be that if the game is a success once released, then they will add that in, same with different damage levels to players and buildings, not only does it look cool, but it adds to the gameplay, you'll naturally go for the structures that are already damaged.
Now, armour + robotic exoskeleton = powered armour. That's it. Powered armour makes use of a robotic exoskeleton to support armour. If you've got armour that by itself weighs a few tonnes, then <b>you're doing it wrong</b>. Quit plating up in lead, it's bad for your health.
Sure, it's large, and maybe it's lumbering. But that doesn't necessarily mean slow: instead of thinking of 'large and lumbering' as an elephant walking, consider it as a T-Rex chasing you down. Run, ######, run.
Otherwise, just dress your marines up as knights and send them into battle. There's your large, slow and lumbering. Hey, it worked in the 11th century.
Having said that, in one of the podcasts (back when they were still doing them) or one of those blog posts, they talked about how they were moving away from the concept of heavy armour, into a more exoskeleton sense. So maybe there'll be less armour than NS1, and more physical capability.
So Teir 1 gear: Normal armor, Light armor(armor is decreased, speed is increased especailly for sprinting).
Teir 2 gear: Normal armor with light nano suit underneath(speed is increased while maintaining slightly more armor than normal armor).
Teir 3 gear: Exo-Nano suit(has 3 changeable levels to it; 1. changes the suit to enflate and be able to take more damage, while compromising on on speed and aiming, machine guns, shot guns, and flamthrowers recommended. 2. armor stays at normal level, keeping at a steady level between speed, and strength, all weaponry able to be used. 3. The suit goes to overdrive, causing for an increase in speed, and accuracy, takes more damage, but can momentarily go invisable. (invisability justs warps the picture, kinda like Halo styled invisbility)..
I just had fun with that last bit. (all them teir's).
The OP is also suggesting two different routes for Armor. One with speed upgrade instead of resilience. Not sure I feel about that, and probably more dislike (Aliens should always be more mobile!). Using something like Catalysts to give temporary speed buffs though would be fine.
How would making them faster, or even just maintaining the same speed, make them 'start moving as skulks'? Also, aren't jetpacks sneaky and fast? The game wasn't broken, was it? Think it through a bit.
I imagine the exo in NS2 will have the same move speed (or slightly faster) as a vanilla marine but no sprint, greater armour, and a heavier weapon load-out. Maybe even non-immediate feedback. So you'd have the greater momentum, you let go of the forward key, and you'd still move forward half a second.
Get some community help, look at project reality for BF2 their modder's too, but they use the community to help them bring in more factions.
There are some awesome artists out there, willing to do it for free in order to have their stuff in the game, surely. But I could be wrong, since this game is money gaining not a free to play, but I don't think that would matter.
I imagine the exo in NS2 will have the same move speed (or slightly faster) as a vanilla marine but no sprint, greater armour, and a heavier weapon load-out. Maybe even non-immediate feedback. So you'd have the greater momentum, you let go of the forward key, and you'd still move forward half a second.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be awesome, moving, then stopping yet you first have to slow down, that's cool.
And yeah while I'm commenting, I think that a increase in speed wouldn't be bad, think it more along the lines of special forces, agile and fast moing soldiers, carrying nano generated suits which help for better accuracy but also faster movements, maybe do it like this, for this type of guy:
Slightly faster than normal soilders 1.25x, Faster for sprinting 2.30x, 0.50 Seconds of momentum slow down if sprinting enabled, Better focus(accuracy), weaker armor 0.75% of normal, Faster melee attack(same damage as normal melee), Only standard weaponry(light weaponry only).. 0.75 second delay for sprinting(considered to be activating overdrive), While moving if you hold the jump button it powers the level of jump as you let go it activates(replaces jepacks, but taping jump will give standard jump, too strong a jump can make you hit the roof and posibly kill you). Strong vs lerks, skulks, gorges , weak vs fade's and Ono's. The idea behind my version of soilder is that;
They are fast moving and agile, they seem like a perfect soilder's yet with lighter/weaker armor, they carry light weaponry for best preformance, excellent shooters, they work good in groups, bad as lonewolf's. They carry an overdrive system that last a short while that enables sprinting far superior to any other class, and jumping capabilities that can get them up hard to reach locations.
You could have them carry less ammo for staying light on their feet. I had fun writing this, feel free to tear it apart lol.
I like increased jump, though.