mech suit
c0ke
Join Date: 2004-07-02 Member: 29676Members
<div class="IPBDescription">some kind of mech suit</div>hey,
just had an idea. dunno if already proposed, so here we go..
some kind of mech suit would be kinda cool.
looking like this: <a href="http://kldp.org/files/matrix2_apu_photo_03_dp_146.jpg" target="_blank">mech jpg</a>
it could have the height of an onos but half its length. probably carry 2 weapons (default 2x lmg), be un-devourable and such..
i dont know what it values should be, if it should replace HA or just be an addition, but i definitly know a mech like this would be awesome.. what do you think?
just had an idea. dunno if already proposed, so here we go..
some kind of mech suit would be kinda cool.
looking like this: <a href="http://kldp.org/files/matrix2_apu_photo_03_dp_146.jpg" target="_blank">mech jpg</a>
it could have the height of an onos but half its length. probably carry 2 weapons (default 2x lmg), be un-devourable and such..
i dont know what it values should be, if it should replace HA or just be an addition, but i definitly know a mech like this would be awesome.. what do you think?
Comments
and how do you think about removing fades and onoses? ....
and i dont know how you want to say its overpowered or not when there have not been posted any values at all.
love you
Hmm I know it's not directed at me, but I don't quite follow, fades and Onoses do have a counter unlike a undevourable mech (try disabling devour on HA and the aliens will be in a lot of trouble)... Also I missread it was going to have LMG instead of HMG's. Then again, why would a weapons developer devote resources on a mech which is designed to carry LMG's
I think if it was going to use weapons (aka not maintenace mech) I guess a flamethrower would be a better choice and perhaps make it a suit like in <a href="http://en.wikipedia.org/wiki/Exosquad" target="_blank">Exo-squad</a> to protect the user from the toxic fumes --> Unlike TF2 pyro with a simple flamethrower, this mech would have a chemical warfare flamethrower or something, which needs a very heavy armor type for protection (hence the mech)*. It would however be an E-frame then <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
*Chemical compounds on a spacestation which eat trough armor (or hullplating, its not discriminative y'know) is a weird weapon of choice in a spacestation <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I think if it was going to use weapons (aka not maintenace mech) I guess a flamethrower would be a better choice and perhaps make it a suit like in <a href="http://en.wikipedia.org/wiki/Exosquad" target="_blank">Exo-squad</a> to protect the user from the toxic fumes --> Unlike TF2 pyro with a simple flamethrower, this mech would have a chemical warfare flamethrower or something. It would however be an E-frame then <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1663379:date=Dec 9 2007, 06:22 PM:name=c0ke)--><div class='quotetop'>QUOTE(c0ke @ Dec 9 2007, 06:22 PM) <a href="index.php?act=findpost&pid=1663379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it could have the height of an onos but half its length. probably carry 2 weapons (<b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->default<!--sizec--></span><!--/sizec--></b> 2x lmg), be un-devourable and such..<!--QuoteEnd--></div><!--QuoteEEnd-->
well, and stuff like spore-protection and stuff is kinda open. we do not even know if there are going to be spores in ns2, so how the hell do you want to discuss about such?
i just think a mech could be the BASE of marine equipment in ns2. it eventually could unlock spore-protection, higher armor, multiple weapons, more ammo, etc etc.
if the marines were more based on some kind of mech stuff instead of HA/JP, it could be much more interesting imo.
maybe a standard mech that has the option to carry 2 weapons (lmg by default) costs 10 res and requiers a proto - not another research. afterwards you can research a) diffrent types of mechs or b) research upgrades for the mech. mechs wouldnt be HUGE, they would not be overpowered, they could just be another option to, OR even replacing HA/JP. they could also look very diffrent depending on upgrades/types
i just prefer the idea of mech based endgames because its much more flexible, and obviously would be much cooler <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
there are LOTS of possabilities you could do with mechs.. give em JP, diffrent hitbox sizes, like i said there are no values given at all.
its just the mech-base i would you like to think about, and it would be AWESOME to see this in ns2.
NS2 needs to be diffrent, ns2 needs to be the next level and not just a copy
I think the mech should have delicate instruments, which can be damaged by bacterium in the area. In my mind a mech unit would be an area control unit. Think of it like a defending unit, which can only move as far as it's protective energy generator can project a defensive field to stop the bacteria from damaging or interfering it's balance systems. This generator can't be placed on the mech, as it itself will then interfear with the systems, same goes for a mech getting within 0.5 meters of it's own generator.
Kind of like a human controled mega turret linked to energy/field generators, it can move around the map if more of them are linked together or something. If the generator is destroyed and the mech user is not withing range of a protective field generator it will start handling eraticly. This way it could in a way assault, but be dependant on marines to help him move around the map. Also this could give the aliens a nice countermessure for area control <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
teamplay_mech > onemanwreackingcrew && more_fun == ++teamplay
Hehe I can see it now.
mech user: CMON YOU GUYS FIX MY DAMN GEN! I'M NOT HERE FOR YOUR PERSONAL ENTERTAINMENT
engineer: I need to build the RT first man. You just keep blasting them aliens.
mech user: SCREW THAT, WITHOUT ME YOU'RE DEAD! LET SOMEONE ELSE BUILD IT!
engineer: COMM! next time put turrets down here, I've just about had it with MR primadona over here.
Comm: Like that will stop those two Oni! *Move to your waypoint soldier, repair unit at waypoint*
mech_user: GET THESE FREAKING SKULKS OF ME DAMNIT!
soldier: No problem! Hey comm gimme a welder next time... This mech jut about had it!
mech_user: YOU'RE TELLING ME!? DAMNIT, OUT OF AMMO COMM!
Comm: no res for your big assed ammo packs man! Just try and block em!
mech_user (holding an Onos by the horns and get pushed back): NO FREAKING WAY I'M ABLE TO STOP THEM BOTH!
>Friendly unit disabled<
mechless mechsoldier with just a pistol: Great just great, FIX MY DAMN MECH BEFORE IT GETS TRASHED!
To be continued?
Also the mech user screams because of the noise he makes <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
That's one thing NS is lacking - viable game-ending units. It's always much more drawn out than it should be. If marines only control marine start, aliens need to have access to a really powerful unit (not the fairy Onos) that costs a lot of res. Since aliens have the entire map, they should have the opportunity to buy these units and end the bloody game.
Likewise, if marines own the entire map, they should be able to buy equipment that can really end the game. The way it is in NS, there's way too much emphasis on the ability of pubbers to actually use the tech and weapons properly. Look at the difference between a pro HA team and the average pub HA team. Or even worse, a pro JP team versus an average pub JP team - the latter just falls apart completely. If the commander owns the map, he should be able to end the game.
I know this would decrease those glorious comebacks that so many people are proud of, but I'd gladly take that sacrifice in favour of some other balancing factor to make reversals possible but more difficult. More units, more options - the mech would be good if it is added along with a stronger Kharaa unit.
It's important to look at what makes epic games epic - not just at the length of a game. It's the quality, not the quantity, that matters.
It seems like you're thinking backwards about this: first "Mechs are Cool! NS2 needs one!" and then "how to fit it into NS?" To make NS2 better, the path should be something like: "how to improve NS?" then "1) this 2) that 3) other thing" and then "the mech solves all of these!"
I hope this makes sense.
In short if it has tactical weaknesses and uses and its completely dependant on the rest of the team id like to see one.
There are plenty of ways of making an absolutely uber-cool end-game balanced behemoth.
That about sums up my thoughts on it.
As such, you could even have the mech's model go above its hitbox for visual's sake (so it looks that much bigger), or put in code and animation that drops part of the mech's upper parts when in lower-hanging areas.
Onos are huge. You could definitely have a mech suit with the same height as a heavy (and even the same general look), but much wider, with huge gun-attaching arms on either side.
First impression: Don't we already have Heavy Armor suits?
Specialization Purpose:
A) Looks cool
B) Ends games faster
C) Take on Onii
D) Utilizes Onos Hitbox Size for a Marine Team
What the...
A) We have plenty that looks cool, and will be more so in NS2
B) Games already end fast with good players, which is how it should be in a team based game
C) Don't we already hand out Jet Packs and Heavy Machine Guns for this?
D) Don't we want the Kharaa and Marines to play differently?
What I will say is this, wouldn't it be much cooler if we could upgrade a Heavy Armor to be a Mech Suit? This way, we keep what we already have, but add in the coolness factor and end game scenario we have Heavy Trains in already.
What I would change:
To Make This Team Play - Have 2 Marines in the Mech Suit, one drives, the other shoots. Plus, have other Marines needed to repair and load the thing with ammunition.
To Give This A Weakness - Costs like an end game thing in resources and building requirements, can't go through a Phase Gate, can't be beaconed, loud, moves no faster than a Heavy Armor, easy to hit, automatically shows on "hive sight", parts have individual hit points and fall off once hit points reach 0, weapons (LMG, HMG, Nade, Flame, etc) only get over lapping fire in certain areas - only one armament can shoot within some spots shutting down the other and leaving the Mech vulnerable to be flanked, according to which seat you attack - you either kill the driver or the gunner with obvious consequences (sitting duck or no attack).
Now, with the changes I propose, I would play that with that thing on marine or want to pick it apart piece by piece on the Kharaa side. It would be an absolute blast!
If there were ever outdoor areas then i would be for the mech suit, but at the moment its all clostraphobic areas, maybe i'm just picturing it the wrong way but a matrix style suit just feels very clunky to use inside a facility or space station.
A mech suit to me says vehicle.
Actually, think of the smaller mechs in The Chronicles of Rid######: (lol, ridd*ick is a bad word, mkay)
<img src="http://img516.imageshack.us/img516/8859/riddi21py7.jpg" border="0" class="linked-image" />
how i'd like to see it:
as you built a prototype lab, you automatically can drop the standard mech nearby
the standard version has 100 extra armor and its clips are +50% sized. un-devourable. cant jump?. cant swim (floats very slow), cant use PGs, still GETS spore damage(halfed?), 80% of normal run-speed, sized as high and weight as an onos, half its length (standard+support mech smaller than off+def mech?), when crouched normal marine size, maintenance costs 3 res per minute - mechs still have to pick up weapons like everyone else!
you now got 3 diffrent research(-trees): <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->1. offensiv mech<!--colorc--></span><!--/colorc--> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->2. defensiv mech<!--colorc--></span><!--/colorc--> <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->3. support mech<!--colorc--></span><!--/colorc-->
each research takes a few minutes and costs 30 res. and all 3 types are like the standard-mech + X (instant mech-type-bonus) + researches
if researched one of these, you 1. unlock the new mech-type (can drop it to your team) which has a few SMALL extras compared to the standard version and 2. unlock its research-tree
a mech suit costs 10-20res to drop
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><u>researches at the offensiv mech tree could for example be(instant bonus: 10% more damage, 20% more ammo):</u><!--colorc--></span><!--/colorc--> ability to use and equip 2 weapons at once(but each is slowed down to 65% firespeed), +20% firespeed, a jump-jetpack that allows you to fly for ~2 seconds (mechs normally cant jump?), a small but usefull special weapon only these mechs can have as addition
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro--><u>researches at the defensiv-mech tech tree could be(instant bonus: 10% more AP, selfweld tool):</u><!--colorc--></span><!--/colorc--> siege-mode (mech cant walk, sits down, but 30% more damage and armor. takes ~5sec to switch in/out), 20% extra armor, spore/acid resistance, parasite resistance
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><u>researches at the support-mech tech tree could be(instant bonus: +50% weldspeed, ability to use PGs(mechs normally cant)) :</u><!--colorc--></span><!--/colorc--> tool to scan area, 3x building speed, faster running speed, factory-mode (mode to produce energy: IPs, turrets and sieges work without having TF/CC, if nearby. takes ~5sec to switch in/out), ability to carry 2 more (non-mech) marines
<b><u>and some global researches that are being applied to ALL mechs(also the standard) could be:</u></b> some more hp/ap, some more damage, cheaper and faster to research MT, some kind of resupply but slower, ability to AOE stomp that stuns nearby lifeforms (except onos) for a sec (but has cooldown time)
on this way a mech would averagly be a little weaker than a fade, but if fully upgraded equal to onos or a little stronger. hard to say
so the first mechs could appear at minute 5 but would be weak and too expensiv to use yet and would only look like a light mechanic robotic-suit. but after some time they'd become stronger and more usefull, more worth their res and also look like that
the look of a mech could also vary a lot, depending on type and research-grade
the mech should replace HA (+ JP?) and create a diff endgame gameplay and options.
the kharaa might need something in ns2 to counter this change(but thats not the topic)
BUT HEY..... ns2 needs some changes, noone wants a copy of ns(1) to the source engine!
ps: just an inspiration, not perfect
<img src="http://whatisthematrix.warnerbros.com/deutsch/rv_img/photo_rev_sept_22.jpg" border="0" class="linked-image" />
*bump*
<img src="http://whatisthematrix.warnerbros.com/deutsch/rv_img/photo_rev_sept_23.jpg" border="0" class="linked-image" />
*bump*
Zion could have put up a much tougher defense by using well protected stationary guns, that could fire more bullets. Instead they had to use these cool-looking piles of metal!
/bump
That doesn't mean everything has to change.
I like the idea of a mech as well and even gave it some though a couple of month ago but as already mentioned by others: It doesn't fit into maps that are 100% indoors.
Maybe the HA model could be transformed into something looking like a mech that is just slightly higher then HA (if a marine is 2m, let the HA-Mech be 3m). The mech-player (or the comm) could maybe choose between some upgrades like
*more reload clips (the mech is big so why not let it carry 2 times as many clips as a normal soldier)
*better aim (the strong arms don't let the HMG bounce around so much when you fire)
*double weld/pistol (could be fixed to every arm)
<a href="http://unknownworlds.com/forums/index.php?showtopic=103448" target="_blank">New Marine Armor</a>