Armorsmith Archive

Thread: Armor Powerups...The next Correspondent issue?

Vevy
Fri May 21, 2004 11:50 am
#14

whatever, god forbid anyone actually use theirimagination these days...oh yeah, let's just delete everything that isn't working from the game and call it a day...good plan



Vevy
Master Armorsmith / Master Weaponsmith
Vevy
Sun May 23, 2004 1:56 pm
#15

...another future rocket scientist in the making...stick to the sarcasm, that's all you got going for ya bub



Vevy
Master Armorsmith / Master Weaponsmith
KinesthePowers
Sun May 23, 2004 3:41 pm
#16

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





Kinesthe
~Kine Style Armors~ / RIS Certified
Shop -3108 -4764 Mos Nox, Tatooine
"No one is taller than the last man standing."

Krallic
Sun May 23, 2004 4:05 pm
#17

Good ideas there Kinesthe!

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)
Stargzrrag
Sun May 23, 2004 4:57 pm
#18






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.




~Agrin Pi'Nel~
PhatMadness
Sun May 23, 2004 5:20 pm
#19

I think armor powerups would be a neat idea. Not that we necessarily need them, but I would argue that a Krayt T21 rifle doesnt need a powerup anymore than 90% armor does, but they get em . Something more creative than resist or ham powerups would be in order though, I like the ideas in the previous post.



Titan Arms & Armory
Kegel Titrelac Glow-stick Swinger | Imperial Ace Pilot
-Meraxes- Master Armorsmith|Master Shipwright|Alliance Ace Pilot
Wraithe Master Carbineer | 0400 BH | Goin for 9 Pilot Badges :-p
Vendors located in Liberty Ridge, Naboo

Vevy
Sun May 23, 2004 5:26 pm
#20

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





Vevy
Master Armorsmith / Master Weaponsmith
Karmastorm
Sun May 23, 2004 8:10 pm
#21

Many good ideas here. A strength powerup to increase hand to hand damage, a powerup to reduce kinetic damage. Mirrored armor powerup to reduce laser damage. An armor repair powerup. Many things could be done while still maintaining combat balance.

Santino of Bloodfin
Master Armorsmith



The Church says that the world is flat,
but I believe that it is round.
For I have seen the shadow on the moon,
and I have more faith in a shadow than in the Church...........

Ferdinand Magellan
Page 2 of 2