Armorsmith Archive
Thread: Armor Powerups...The next Correspondent issue?
By the way, what we should be looking at is what powerups we might need once the combat rewamp hits. I mean, a few % protection won't be such a big problem if applied to say a 60% suit as compared to todays 80-90% suits. (numbers are all taken out of thin air, don't start screaming "mayor nerf" yet)
KinesthePowers wrote:
Well I wanna test my IQ here,
I think power ups should go in the way of skill bonuses or light defnesive mods
something like
Powered Armor - Lowers encumberance or reduces HAM costs
Filtration System - filters harmful gases and particulates (Possible Helm only power up) CMs beware
Bionic Receptors - increases over all accuracy or better evasion
Adrenal Injector - burst run efficiency increased recovery time reduced
Bacta Infusion - wound reduction or filtering of blood to reduce poison and disease time
Auto Revive System - reduces incap time
Battle Assisted Armor - State Defense(Stun or dizzy, Idea is that armor would keep you aware of your surroundings)
These are just a couple of the ideas I've had flaoting aroudn in my head, I dont think powerups should be about making the armor invicible, just something to help you out in certain situations, no stupid effective power ups, if they do go in it should increase the ham by the same % as the base woudl be increased, but I still dont think theyre needed
A temp use gas mask, that will absorb 50 ticks of poison.
A flotation device that will increase swim speed for 100 seconds.
Interwoven fabric that spreads condition damage out evenly.
yeah see, it's not that hard to think up new ideas that are outside the box.
As a TKM I can just meditate the poison and bleeding away, but I think that would be an awesome option for other classes to powerup their armor too...although if the devs allowed us to use bio-enhanced cloth and rfp we wouldn't need powerups...not sure why they don't let those things work.
...never thought of the swim speed myself but makes sense if you're on the run and need a fast escape.
...the burst run improvement is definately a good one, everyone would use that
A few other ideas...
Stealth powerups - works like mask scent and/or taking cover
Medic powerup - giving you faster healing so you can pop stims more often, or better stimming to heal more damage
If CMs are still over powered after the revamp, the poison/disease powerups would be a slick way of balancing their ranged poisons out
...now I think we're getting a good discussion going
Santino of Bloodfin
Master Armorsmith